System and method for remote control gaming sessions using a mobile device

ABSTRACT

Various embodiments directed to systems and methods that enable remote play of a game hosted by a gaming machine using a mobile device are disclosed herein. In one embodiment, the system includes a network in communication with the gaming machine and the mobile device, and the network includes a first wireless access point located in a first area and a second wireless access point located in a second area of a venue. Also included is a remote gaming server in communication with the gaming machine and mobile device over the network. The remote gaming server enables remote play when the mobile device is connected to the second wireless access point and prevents remote play when the mobile device is connected to the first wireless access point.

COPYRIGHT NOTICE

A portion of the disclosure of this patent document contains materialthat is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by anyone of the patent documentor the patent disclosure, as it appears in the Patent and TrademarkOffice patent files or records, but otherwise reserves all copyrightrights whatsoever.

CROSS-REFERENCE TO RELATED APPLICATIONS

The present application claims the priority and benefits of U.S.Provisional Application No. 61/939,347, filed on Feb. 13, 2014, which isincorporated by reference herein in its entirety.

TECHNICAL FIELD

The present disclosure is directed to wagering games, gaming machines,networked gaming systems and methods, and in particular to crossplatform persistent gaming sessions using a mobile device.

BACKGROUND

In the past, various types of gaming machines have been developed withdifferent features to captivate and maintain player interest. Ingeneral, a gaming machine allows a player to play a game in exchange fora wager. Depending on the outcome of the game, the player may beentitled to an award which is paid to the player by the gaming machine,normally in the form of currency or game credits. Gaming machines mayinclude flashing displays, lighted displays, or sound effects to capturea player's interest in a gaming device. There is also the desire toincorporate mobile devices for game play; however, there are numerousobstacles to the use of mobile devices for game play, including the lackof ticket printers and bill acceptors.

Historically, there has been “Ticket-in-Ticket-Out” functionality ingaming machines. Briefly explained, when using “Ticket-in-Ticket-Out”functionality a player inserts cash into a gaming machine, but does notreceive cash when pressing “cash out.” Instead, he or she receives apaper ticket that may be further inserted into the present or any othergaming machine, or redeemed for cash by inserting into a kiosk.

While there is a desire to use mobile devices such as smart phones asgaming devices, there remains the problem that these mobile devices donot have access to traditional gaming peripherals such as ticketprinters or bill acceptors. It would be desirable to allow mobiledevices to participate in playing games with real money in a casinoenvironment, leveraging existing infrastructure in a way that makessense to a player. There is a continuing need in the art to addressthese and other issues. For example, some establishments ban orotherwise limit indoor smoking Δt gaming establishments, gaming machinesare typically operated indoors. In this regard, bans on smoking maydirectly impact revenue at gaming establishments since active orparticipating players may leave their gaming machines to smoke. Onestudy suggests that smoking bans may lead to a reduction in revenue ofaround 30%. While gaming machines could be operated outdoors,regulations generally limit gaming establishments to a certain number ofmachines that may be operated or otherwise ready for play. In thisregard, situating gaming machines outdoors (i.e., in smoking-friendlyareas) affects the number of gaming machines that may be operatedindoors, and also carries with it inclement weather concerns that mayforce gaming establishments to expend time and money moving gamingmachines indoors. Therefore, there remains a need to enable a player touse a gaming machine vis-à-vis a second mobile computing device toaddress these and other issues.

SUMMARY

Briefly, and in general terms, various embodiments are directed tosystems and methods that enable remote play on a mobile device of a gamebeing hosted on a gaming machine.

In some embodiments, a system for remote gaming allows a player toremotely play a game hosted on a gaming machine in a first area. Thegaming machine may include a display, a game processor under control ofgame software, and a player input interface such as a touch screenand/or button panel. The gaming machine may have other features as well.Also, the system includes a communication network and may include anetwork device coupled between said terminal and said communicationnetwork. The network device may be part of the game's processor(s) ormay be a separate device interposed between the game's processor(s) andthe network. The network device may be an after-market device adapted tobe installed in existing gaming terminals. The system may also includean apparatus or a remote gaming server for the player to uniquelyassociate or synch or “bind” a mobile device such as a tablet,mini-tablet, smart phone, lap top computer or the like, with the gamingterminal processor. The apparatus may be included in the network deviceor may be a device incorporated into the gaming machine. Associating or“synching” the mobile device with the gaming machine may be facilitatedby a short range high frequency wireless communication, such as a nearfield and/or Bluetooth or Broadband wireless communication links(collectively referred to herein as near field communications or simply“near field”), established between the gaming machine and mobile device.A near field transceiver may be included in the apparatus or may be aseparate device. The synching between the mobile device and the gamingmachine enables the processor of the gaming machine to receive inputfrom and stream content to the mobile device through the network forremote play of the game. In one embodiment the apparatus or serverdisables the gaming machine and peripherals from local operation toprevent game play on the gaming machine by, for example, another playerwhen remote play is in session.

Associating, synching, or binding the gaming machine with the mobiledevice also provides for certain meters to be replicated at the mobiledevice such as the credit, and bet meters. The player may then taketheir mobile device to another location and continue to play the samegame, previously being played on the gaming machine, which is streamedthrough the network to the mobile device from or as enabled by thegaming machine. Prompts and input from the player on their mobile deviceare sent through the network to the game processor and the gameprocessor renders outputs streamed to the mobile device also through thenetwork. The prompts and selections from the mobile device appear to beprompts/selections from the terminal's player interface(s) to theprocessor of the gaming machine.

In another embodiment, the communication network includes classes ofwireless communication with the mobile devices. In areas where remotegaming is not permitted, a first class of wireless communication (afirst wireless access point) may simply broadcast to the mobile devicethat it is not in an area authorized for gaming. It may broadcastdirections or a map to an area which is authorized. In a second class ofwireless communication (a second wireless access point), in areas whereremote gaming is authorized, live streaming of gaming content isprovided. In this embodiment, remote gaming sessions may only occur inareas were remote gaming is permitted.

In yet another embodiment, the funding of gaming using the mobile deviceis provided. According to these various embodiments, a system isprovided which includes a server in communication with the network and adata structure storing for each player an account including fundsavailable for gaming activities. A transaction terminal such as a kioskor a gaming machine itself, through a compatible application on themobile device, enables the player to communicate with the network (nearfield or broadband) to add or release funding from their play. Theplayer may establish funds at the transaction terminal by insertingcash, perhaps a TITO ticket or enables funding from a credit instrumentincluding casino or bank issued credit/debit cards. The account may alsobe funded at a casino cage with a check, marker (debt instrument),credit card, cash, or a TITO ticket. To apply funding to the mobiledevice, the player associates or synchs their mobile device with thetransaction terminal through the communication network. This may be doneby configuring the application (App) on the mobile device to display abar code or Quick Response (QR) which is read at the transactionterminal. The reading of the code identifies the mobile device to thetransaction terminal which accesses the player's account fund. Toprevent someone who is not the player from illicitly removing funds, theplayer may be required to enter a unique PIN or offer a biometricidentified, e.g. fingerprint, palm print, facial scan, and retina scan.The player can then interact with the transaction terminal to releasefunds, in a desired amount, to the mobile device for play thereon. Forexample, a kiosk may be provided in a smoking area, or other remotegaming areas, so that players having transferred the game to theirmobile device for remote play and moved to the smoking area can cash outand add funds for gaming without having to return to their gamingmachine. Where the player has synched with a gaming machine for play ofthe terminal's game as described above, the added funding value may berecorded in the meters of the mobile device and gaming terminal.

A player may also fund a gaming machine from their mobile device. Inthis embodiment, the player associates or synchs their mobile devicewith the gaming machine. In this regard the gaming machine may display anumerical code, bar code, glyph or QR code which is captured by thecamera on the mobile device and processed by the App to direct funds tobe deposited from the mobile device (mobile eWallet) to the gamingmachine (electronic gaming machine or “EGM”). Using a communicationnetwork such as a near field wireless network (WiFi) or broadbandnetwork the funds can be moved to, received by, and added to the creditmeter of the gaming machine.

To redeem the value from their mobile eWallet on their mobile device theplayer may associate their device with the transaction terminal such asa kiosk and direct funds from the mobile device to their account or to athird party account such as their bank checking account.

The player may also convert physical TITO tickets into eWallet fundsusing the camera on their device and the appropriate App on theirdevice. While in communication with a transaction terminal or casinonetwork the player would photograph the bar/QR code on the ticket and/orthe printed ticket alpha-numeric information including the unique ticketreference number. The network would verify the ticket; the funds wouldbe applied to the mobile device and the ticket records in the networkwould show the details of the redemption including marking the ticket asredeemed.

In still a further embodiment the process of synching/associating of themobile device to a gaming machine for the player to play the gameremotely, includes a feature where the subject gaming machine may beidentified to facilitate the player's return to that particular gamingterminal. The player enters a prompt to begin the location processwhereupon a map may be displayed showing the location of the gamingmachine. In another embodiment, the location process may includelighting lights on the gaming machine and/or emitting sounds to draw theplayer to the gaming machine. In one embodiment the player can selectthe sound to be emitted by the gaming machine and the selected soundalso may be played on the mobile device so the player knows the exactsound to listen for in a venue to find the gaming machine.

In another embodiment, a system for enabling remote play of a gameincludes a gaming machine located in a first area of a venue. The gamingmachine may include a gamedisplay to display outcomes for a wageringgame, and a processor to control the play of the wagering game. Thesystem also includes a mobile device that may include a mobile videodisplay, a mobile player interface, and a wireless transceiver. Acommunications network may be in communication with the gaming machineand the mobile device. In one embodiment, the communications networkincludes a first wireless access point located in the first area of thevenue and a second wireless access point located in a second area of thevenue. The system in this embodiment includes a remote gaming server incommunication with the gaming machine and mobile device over thecommunications network. The remote gaming server is configured toassociate (or synch) the gaming machine with the mobile device. Also,the remote gaming server enables the mobile device to receive a firstclass of content (non-gaming content) from the gaming machine when themobile device is connected to the first wireless access point in thefirst area. The remote gaming server enables the mobile device toreceive a second class of content, such as streaming game content of thegame hosted on the gaming machine, when the mobile device is connectedto the second wireless access point in the second area. Further, theremote gaming server enables the gaming machine to receive input fromthe mobile player interface of the mobile device. In a relatedembodiment, the remote gaming server enables the mobile device toreceive a first class of content related to a game feature configured toappeal to a certain player demographic, such as age or gender, when themobile device is in a first area. When in a second area, the remotegaming server enables the mobile device to receive a second class ofcontent related to a game feature configured to appeal to a differentplayer demographic, such as age or gender. For example, in an areaexpected to host a younger demographic, the game feature may include adifferent degree or method of player interaction than when the mobiledevice is in an area likely to host an older demographic.

In certain embodiments, the remote gaming server prevents the mobiledevice from streaming game content of the game hosted by the gamingmachine when the mobile device is connected to the first wireless accesspoint in the first area. Also, the remote gaming server may beconfigured to disable play of the game at the gaming machine duringremote play of the game.

The system may further include a data base for storing informationconcerning the remote play of the game. The data base may also storeinformation concerning an electronic wallet representing funds availableto a player for gaming. The system may include an apparatus forcrediting and debiting to electronic wallet data. Further, the systemmay include a kiosk in communication with the communication network andthe kiosk configured to communicate with the mobile device andelectronic wallet data for crediting or debiting from the electronicwallet data.

In certain other embodiments, the remote gaming server of the system mayidentify the location of the gaming machine and control either thegaming machine, mobile device, or both to signal the location of thegaming machine associated with the mobile device. This may beaccomplished using the candle lights on top of the gaming machine andthe speakers on the both the gaming machine and mobile device.

In one embodiment, a method enables remote gaming sessions in a systemthat includes a gaming machine that presents a game, and a mobile devicedistinct from the gaming machine. In this embodiment, both the gamingmachine and mobile device are in communication with one another. Themethod includes associating (or syncing) the mobile device with thegaming machine over a network including a first wireless access point ina first area and a second wireless access point in a second area. Themethod further includes determining if the mobile device is connected tothe first wireless access point or the second wireless access point. Themobile device is allowed to receive non-gaming content from the gamingmachine if the mobile device is connected to the first wireless accesspoint. In this method, the mobile device is allowed to participate in aremote gaming session and stream gaming content from the gaming machineif the mobile device is connected to the second wireless access point.Further, the method includes allowing the gaming machine to receiveinput signals from the mobile device when the mobile device is connectedto the first wireless access point or the second wireless access point.The method may also include preventing the mobile device from receivinggame content of the game presented by the gaming machine when the mobiledevice is connected to the first wireless access point. Play of the gameat the gaming machine may be disabled during the remote gaming session.

Features and advantages will become apparent from the following detaileddescription, taken in conjunction with the accompanying drawings, whichillustrate by way of example, the features of the various embodiments.Of course, the foregoing summary does not encompass the claimedinvention in its entirety, nor are the embodiments intended to belimiting. Rather, the embodiments are provided as mere examples.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates an Alpha cabinet running the game “Total Blast.”

FIG. 1A illustrates one embodiment of a gaming machine running the game“Ole Jalapenos” in a normal play mode.

FIG. 1B illustrates one embodiment of a gaming machine running the game“Ole Jalapenos” in a streamed play mode.

FIG. 1C illustrates one embodiment of a gaming machine running the game“Ole Jalapenos” in a normal play mode.

FIG. 1D illustrates one embodiment of a gaming machine running the game“Ole Jalapenos” in a streamed play mode.

FIG. 2 illustrates the game Total Blast as served by streaming server toan electronic gaming machine.

FIG. 3 illustrates a logic flow diagram of a process for a playerleaving an electronic gaming machine.

FIG. 3A illustrates one embodiment of a process that readies a mobiledevice for a remote gaming session.

FIG. 3B illustrates one embodiment of a process that enables initiationof a remote gaming session on a mobile device.

FIG. 3C illustrates one embodiment of a process that enables terminationof a remote gaming session on a mobile device.

FIG. 4 illustrates an example output shown to player on mobile device atend of electronic gaming machine session.

FIG. 5 illustrates a main screen and iDeck (e.g., virtual button deck)streamed to mobile device.

FIG. 6 illustrates the game Total Blast as served by streaming server toa mobile device.

FIG. 7 illustrates a process for player with mobile game sessionapproaching an electronic gaming machine.

FIG. 8 illustrates an iView display message for player.

FIG. 9 illustrates the game Total Blast as served by streaming server toan electronic gaming machine and mobile device for replicated iDeck.

FIG. 10 illustrates an embodiment of the Mobile application.

FIG. 11 illustrates a player's perspective of the operation of apreferred embodiment.

FIG. 12 illustrates a system overview.

FIG. 13 illustrates an example of a Kiosk implementation.

FIG. 14 illustrates Kiosk integration using the Application for funding.

FIG. 15 illustrates a Kiosk Mobile device funding without player card.

FIG. 16 illustrates a Kiosk Mobile device funding with player card.

FIG. 17 illustrates an electronic gaming machine receiving funding froma mobile device without using a player card.

FIG. 18 illustrates an electronic gaming machine receiving funding froma player card.

FIG. 19 illustrates a Mobile application to perform association with anelectronic gaming machine.

FIG. 20 illustrates an electronic gaming machine artwork with QR codefor mobile association.

FIG. 21 illustrates a mobile version of game with mobile walletintegration.

FIG. 22 illustrates an overall process for combined game play between amobile device and an electronic gaming machine without using a playercard.

FIG. 23 illustrates an overall process for combined game play between amobile device and an electronic gaming machine with a player card.

FIG. 24 illustrates a Kiosk redemption embodiment from a mobile devicewithout player card.

FIG. 25 illustrates a Kiosk redemption embodiment with a player card.

FIG. 26 is a perspective view of a gaming machine in accordance with oneor more embodiments.

FIG. 27 is a perspective view of another embodiment of a gaming machine.

FIGS. 28 a and 28 b are block diagrams of the physical and logicalcomponents of the gaming machine of FIG. 26.

FIG. 29 is a block diagram of the logical components of a gaming kernelin accordance with one or more embodiments of the invention.

FIGS. 30 a and 30 b are schematic block diagrams showing the hardwareelements of a networked gaming system in accordance with one or moreembodiments.

FIG. 31A illustrates a screen shot of game content associated with aBally V22 game (“Ole Jalapenos”), which is displayed across twolandscape oriented 1.77 aspect ratio displays in the embodiment shown.

FIG. 31B illustrates a screen shot of game content associated with aBally V32 game (“All That Jazz”), which is displayed across one portraitoriented 1.77 aspect ratio display in the embodiment shown.

FIG. 31C illustrates a screen shot of game content associated with aBally iDeck display having an aspect ratio of 5.29 in the embodimentshown.

FIGS. 32A-B show two mobile device displays presenting reformattedcontent corresponding to the original content shown in FIGS. 31A-Caccording to one embodiment.

FIGS. 32C-D show the two mobile devices shown in FIGS. 32A-B presentingreformatted content corresponding to the original content shown in FIGS.31A-C according to another embodiment.

FIGS. 32E-F show the two mobile devices shown in FIGS. 32A-B presentingreformatted content corresponding to the original content shown in FIGS.31A-C according to another embodiment.

FIG. 33 illustrates one example of a process associated with thereformatting of content according to one embodiment.

FIG. 34 illustrates one example of a display on a mobile devicepresenting reformatted content corresponding to the original contentshown in FIGS. 31A and 31C according to one embodiment.

FIGS. 35A-D illustrate two different mobile devices having differentdisplay characteristics displaying two different games in the portraitorientation using the process illustrated in FIG. 33 according to oneembodiment.

FIG. 36 illustrates one example of a process for determining optimumorientation according to one embodiment.

FIGS. 37A-B illustrate a mobile device display presenting reformattedcontent in a landscape orientation corresponding to the original contentshown in FIGS. 31A and 31C according to one embodiment.

FIG. 38 is a diagram showing an example of architecture for tying acasino enterprise network to an external provider of games and contentto Internet or broadband communication capable devices.

FIGS. 39 and 40 illustrate an overview of a system for performing remotegaming.

FIG. 41A illustrates an example of a screen shot for requesting a remotecontrol game.

FIG. 41B illustrates an example of a screen shot for ending a remotecontrol game.

FIGS. 42A and 42B illustrate an embodiment of a remote control gamingserver deployment.

FIG. 43 illustrates an example screen shot showing the EGM configurationscreen in the right-side pane selected under the configuration menushown in the left-side pane.

FIG. 44 illustrates an overview of a three-tiered network topology for ahigh speed network floor.

FIG. 45 illustrates an overview of one embodiment of a remote controlgaming WiFi network.

FIG. 46 illustrates a schematic of an example casino with WiFi accesspoints for establishing and streaming a remote control game.

FIG. 47 illustrates a chart showing WiFi (802.11g) performance data forindoors and outdoors.

FIG. 48 illustrates one embodiment of an overall process to administerremote control gaming sessions.

FIG. 49 illustrates one embodiment of a process to connect a mobiledevice to an access point (AP) for remote control gaming.

FIG. 50 illustrates one embodiment of a gaming machine having a candleand speakers that may both be used to help a player locate the gamingmachine.

FIG. 51 illustrates one embodiment of a process for locating a gamingmachine in a casino.

FIG. 52 illustrates one example of a screen shot on a mobile device toallow a player to select a sound to play on a gaming machine in order tohelp locate the gaming machine associated with the mobile device.

FIG. 53 illustrates an overview of a system for connecting multiplemobile devices to multiple access points.

FIG. 54 illustrates multiple access points in multiple rooms forconnecting mobile devices to a gaming machine for remote control gaming.

FIGS. 55 and 56 illustrate examples of algorithms to connect a mobiledevice to a SSID or BSSID for remote control gaming.

FIG. 57 illustrates an example of an algorithm to switch a mobile devicefrom one SSID or BSSID to another SSID or BSSID.

FIG. 58 illustrates a mobile device running the game “Sumo Kitty!” anddisplaying all active content.

FIG. 59 illustrates a mobile device running the game “Sumo Kitty!” anddisplaying only prime content.

FIG. 60 illustrates a process to use prime and active content on amobile device during remote control gaming sessions.

FIG. 61 illustrates a mobile device running three concurrent gamesshowing all active content.

FIG. 62 illustrates a mobile device running three concurrent gamesshowing only prime content.

FIGS. 63 a-63 f illustrate various displays of a mobile phone forconfiguring a payment application.

FIG. 64 illustrates one embodiment of a casino management server processto transfer funds from an e-wallet to a gaming machine.

FIG. 65 illustrates one embodiment of a mobile device process totransfer funds from an e-wallet to a gaming machine.

FIG. 66 illustrates a mobile phone display at initial connection formaking a mobile payment.

FIG. 67 illustrates a mobile phone display requesting a PIN be enteredbefore making a mobile payment.

FIG. 68 illustrates a mobile payment process for completing ongoingtransactions during gaming sessions.

DETAILED DESCRIPTION

Various embodiments are directed to a game, gaming machine, gamingsystems and method for playing a game, wherein the gaming systemincludes cross platform persistent gaming sessions using a mobiledevice. The embodiments are illustrated and described herein, by way ofexample only, and not by way of limitation. Referring now to thedrawings, and more particularly to FIGS. 1-68, there are shownillustrative examples of games, gaming machines, gaming systems andmethods for playing a game in accordance with various aspects of thegaming system which includes cross platform persistent gaming sessionsusing a mobile device and remote play of a gaming sessions.

An example in accordance with one or more aspects of a disclosedembodiment is shown in FIGS. 1-9. A preferred embodiment of a gamingsystem 100 (shown in FIGS. 2, 6 and 9) includes cross platformpersistent gaming sessions using a mobile device 110 (shown in FIGS. 4-6and 9). One aspect of a preferred embodiment is directed towardsleveraging mobile devices 110 to enable players to continue playing agame 120 (shown in FIG. 1) beyond when it is convenient for them to belocated at an electronic gaming machine (EGM) 130 (shown in FIGS. 1 and8). Otherwise stated, a player may use a mobile device 110 to continueplaying a game 120 after the player has left the proximity of an EGM 130by transferring (e.g., streaming from the EGM over a network to themobile device, from a server over a network to the mobile device, orfrom another streaming source) the game from the EGM 130 to the mobiledevice 110 (i.e., a cross platform persistent gaming session). In someembodiments, the game 120 can also be transferred back from the mobiledevice 110 to the EGM 130.

In another aspect of a preferred embodiment, the mobile device-enhancedsystem 100 enables superior interaction with an EGM 130 via aplayer-held mobile device 110 such as a smartphone. A preferredembodiment of this mobile device-enhanced system 100 uses streamingvideo technology to deliver the game content 120; however, otherembodiments of this system may also use conventional thick-clienttechnology (i.e., all or most of the required content and processing arelocated and performed at the client instead of being transmitted fromanother source).

A preferred embodiment of the mobile device-enhanced system 100 providessignificant types of functionality that were not previously possible. Asshown in FIGS. 3 and 7, the mobile device-enhanced system 100 enables aplayer may continue playing a game 120 after leaving an EGM 130 bytransferring the game and relevant meters including any existing creditsto the player's mobile device 110. Second, the mobile device-enhancedsystem 100 enables a player who is playing a game 120 on a mobile device110 to seamlessly transfer their game 120 to an EGM 130 for an enhancedgaming experience. In this regard, the systems and methods disclosedherein enable the streaming of game content from EGMs 130 to secondarycomputing devices, such as computing devices (e.g., any computingdevice, such as a laptop, tablet computer, smartphone, or the like)controlled by or otherwise used by a player. The secondary computingdevices may be removed from an EGM by a player (e.g., to outside agaming establishment, near a bathroom, in a bathroom, at a bar, to adifferent EGM, or any other location away from the EGM within or outsidea gaming establishment). In some embodiments, the EGM from which theplayer transfers his or her game enters a non-playable state (e.g.,“reserved” or “remotely in use” state) rendering it inoperable byanother player until, for example, the gaming session on the secondarycomputing device is ended. In another embodiment, the non-playable stateterminates after a set period of inactivity.

FIG. 1 shows an example of an Alpha 2 EGM 130 executing the game “TotalBlast,” which was developed by Bally Gaming, Inc. This game drives threevideo displays: the main screen, the top screen, and an iDeck (or othervirtual button deck). The EGM 130 also has a display driven by an iView(or other player tracking module) and associated peripherals, such as aplayer tracking card reader.

In one embodiment of the mobile device-enhanced system 100, a playerinserts a player tracking card into the card reader before commencingwagering. This action of inserting the player tracking card associatesthe wagering session with their player account. In this embodiment ofthe mobile device-enhanced system 100, the player also has in theirpossession a mobile device 110, preferably a smartphone or tablet. Thissmartphone has an application loaded into it that is capable ofreceiving and displaying a video stream over a network 140 (shown inFIGS. 6 and 9) and passing player input back over the network inreaction to events displayed in the video stream. The application isalso capable of communicating with a game server 160 (shown in FIGS. 2,6 and 9) over a network 140 to establish game sessions. Moreover, inthis embodiment of the mobile device-enhanced system 100, the EGM 130 isalso running application software capable of receiving video streams anddisplaying the video streams, along with software to control passingplayer input back over the network 140 to a game server 160.

Referring now to FIG. 2, a system configuration is shown thatillustrates how the video streams from the game “Total Blast” may bedirected by the EGM 130 using the mobile device-enhanced system 100. Inthis embodiment of the mobile device-enhanced system 100, there is aStream Redirector module 150 (shown in FIGS. 2, 6 and 9) interposedbetween the game server 160 and the EGM 130. In some embodiments, theStream Redirector module 150 is employed as a display manager thatmanages the game display on the gaming machine. This Stream Redirectormodule 150 may not be a physical module (i.e., the Stream Redirectormodule 150 may be a software (or virtual module). In this embodiment,the Stream Redirector module 150 is depicted as a separate module. Alsofor the purposes of clarity, player input is not shown in FIG. 2. Inthis embodiment of the mobile device-enhanced system 100, player inputpasses in the opposite direction from touchscreen displays to the StreamRedirector module 150 and into the virtual game instance.

As disclosed herein, one or more games may be streamed to a gamingmachine 130 or a mobile device 110 over a network 160 such as theinternet, a wireless network, or the like. The gaming machine 130 and/ormobile device 110 which is bound to receive graphical data from theserver 160 may include a network interface, a decompression module foreach display and/or each compressed data stream, video memory, a videoencoder for each display, and displays.

The server 160 may include software executable on one or moreprocessors, one or more graphics processors, video memory associatedwith the one or more graphics processors, one or more compressionmodules, and a network interface. In other embodiments, the server 160streams a plurality of games to a plurality of gaming machines 130and/or mobile devices 110 connected to the network 140.

The software may include software for one or more games 120. In someembodiments, a processor, graphics processor, video memory, andcompression module may be dedicated for each instance of gamingsoftware. In other embodiments, one or more of the following may bededicated for each instance of gaming software: a processor, graphicsprocessor, video memory, and compression. For example, in someembodiments, a single processor may execute each instance of gamingsoftware, but transmit graphical data to one or more graphics processorsreserved for each of the games (i.e., four graphics processors, one foreach game). Other embodiments may have different configurations of theseand other components.

The one or more graphics processors receive graphical data generated asa result of the software being executed on the one or more processors.Upon receiving graphical data, at least one graphics processor rendersthe data into a frame of a particular format and may store the renderedframe in video memory. At least one compression module may then receivethe frame for compression, and compresses (i.e., encode) the frame. Oncethe frame is compressed, the compressed frame may be sent to the networkinterface for transmission via a transport protocol over thecommunication network to the gaming machine 130 and/or mobile device110.

In some embodiments, one or more system components may be added orremoved from the system. For example, in some embodiments, some or allof the graphical data generated at the server 160 may not be compressedby a compression module prior to transmission to the gaming machine 130or mobile device 110. Therefore, the server 160 may not include one ormore compression modules. Otherwise stated, some or all of the graphicaldata may not be compressed after being rendered by a graphics processor.

In the embodiment, the gaming machine includes a display manager (e.g.,stream redirector 150). In other embodiments, the server 160 may includeone or more stream redirector 150 instead of the gaming machine 130(e.g., one for each gaming machine). In yet other embodiments, a networkcomponent such as a router may include a stream redirector 150 insteadof the server 160 or gaming machine 130. In yet further embodiments, theserver 160, gaming machine 130, a network component, or combinationsthereof may include a stream redirector 150.

The stream redirector 150 conducts display management processing ongraphical data, which may include rescaling (e.g., resizing) andrepositioning (e.g., changing display area coordinates) the graphicaldata while maintaining the aspect ratio of the graphical data. Forexample, the display management processing may assemble or composite twoor more streams of graphical data into a single stream of graphicaldata. Otherwise stated, the display management processing may take twoframes of data and convert them into a single frame of data. Inaddition, the stream redirector 150 may receive touch data (i.e., touchsignals) from the displays, route the touch data, and conduct coordinatetransformations if necessary, to the processor executing the game 120with which the touch data is associated.

For example, shown in FIG. 1A is a gaming machine 100 a for presenting agame. The gaming machine 100 a has a first display 102 a for displayingcontent 104 a, a second display 102 b for displaying content 104 b, anda third display 102 c for displaying content 104 c. It will beappreciated that any number of displays may be used. As shown, gamingmachine 100 a is in normal play mode. It is understood that one or moreof these displays may be a touchscreen display and function as a playerinput device. In the embodiment shown, content 104 a depicts the titlegraphics corresponding to the game being displayed by the gaming machine100 a, content 104 b depicts reel graphics corresponding to the gamebeing displayed, and content 104 c depicts virtual button display deck(e.g., iDeck) graphics. In normal mode, the game and operating systemoperate as would normally be expected. For example, a first player mayapproach the gaming machine 100 a to play the game displayed thereon.

FIG. 1C is another representation of the normal play mode of gamingmachine 100 a shown in FIG. 1A. FIG. 1C also shows one embodiment of thegaming machine 100 a (e.g., the interaction and communication pathwaysbetween displays and the operating system. In the embodiment shown, thegame or game module 110 a may be installed on a memory accessible to oneor more processors of the gaming machine 100 a. Of course, in otherembodiments, the game or game module 110 a may not be installed locallyon the gaming machine 100 a. Instead, the game or game module 110 a maybe processed by a server (e.g., game server), which may send data (e.g.,graphical, audio, and any other data) over a network for presentment bythe gaming machine 100 a. Referring back to FIG. 1C, in the embodimentshown, the gaming machine 100 a may include an operating system 112 a.The game module 110 a may communicate with the operating system 112 a,the latter of which may perform calls to graphics hardware via standardapplication interfaces such as OpenGL. The graphics hardware (e.g., aGPU) may include two distinct video adapters such as a primary adapterand a secondary adapter. In one embodiment, the primary adapter may bean NVidia video adapter and the secondary adapter may be an Intel videoadapter. The Intel video adapter may be on board the graphics hardware(e.g., GPU). In the embodiment shown, three video outputs are shown—twofrom the primary video adapter and one from the secondary video adapter.The primary video adapter card is shown outputting DVI video signals tothe first display 102 a and the second display 102 b. The secondaryvideo adapter is shown outputting VGA video signals to the third display102 c. Of course, other embodiments may only include one video adapter,may include one or more displays, and may include a video output foreach display. Though not shown, some embodiments of the gaming machine100 a may include a fourth video output that is supplied by, forexample, the secondary video adapter to driver a topper. Because atopper may not necessarily display important gaming content, the fourthvideo signal may not be streamed to a secondary computing device duringremote play.

In the embodiment shown in FIG. 1B, the game software 110 a interactswith the displays of the gaming machine 100 a through the operatingsystem 112 a. By modifying the operation of the operating system 112 a,redirection of video content or other gaming content (e.g., audiocontent, haptic feedback content, or any other game content) is enabledwithout the game software 110 a being aware of the redirection.Therefore, regulations controlling the game software 110 a do not comeinto play nor are considered since the game itself, according to theregulations, is not being altered.

Continuing with the example shown in FIGS. 1A and 1C, and now referringto FIG. 1B, the gaming machine 100 a is shown in a streamed mode withother system components. In this embodiment, the gaming machine 100 a isin communication with the secondary device 106 a (shown as an iPad inthis specific embodiment) over a network using one or more communicationprotocols. In this specific embodiment, the gaming machine 100 a is incommunication with a wireless network access point 108 a via an Ethernetconnection, and the secondary device 106 a is in communication with thewireless network access point 108 a such that the secondary computingdevice 106 a may receive data from the gaming machine 100 a. Otherwisestated, the rendered output from the game display on the gaming machine100 a may instead be encoded and streamed over Ethernet and then WiFi toa secondary computing device 106 a (e.g., any mobile device, such as aniPad). The player may press or otherwise touch the iPad display (orprovide any appropriate input on any computing device using any inputdevice such as a keyboard, mouse, touchpad) on the streamedrepresentation. In some embodiments, a streamed representation of avirtual button deck may be displayed to the player on his or hersecondary computing device 106 a. Data representative of the player'sinputs on the secondary computing device 106 a is sent from thesecondary computing device to the gaming machine 100 a to simulateactivation of inputs thereon (e.g., simulating a player activating avirtual bet button on a virtual button deck).

In other embodiments, a server in communication with the gaming machine100 a may transmit data to the wireless network access point 108 ainstead of the gaming machine 100 a itself. For example, instead of thegaming machine 100 a re-transmitting data (whether modified or not by,for example, a stream redirector module) that it received from theserver, the gaming machine 100 a may transmit data to the serverrepresentative of a player input indicative of a player's desire to playthe game on his or her secondary computing device. Upon receiving andprocessing such data, the server may transmit game data to the secondarycomputing device 106 a directly, without using the gaming machine 100 aas a router. In such an embodiment, the server may transmit game data tothe gaming machine 100 a and the secondary computing device 106 a. Forexample, the game data transmitted to the gaming machine 100 a mayresult in one or more of the displays of the gaming machine 100 adisplaying that the gaming machine is being used remotely. The game datatransmitted to the secondary computing device 106 a may be transmittedthrough a stream redirector module (e.g., a display manager) to, forexample, rescale and reposition one or more graphical streams of datafor presentment on one or more displays of the secondary computingdevice.

Whether connecting to the gaming machine 100 a, the server, or any othersystem component, the secondary computing device may transmit devicespecific information (i.e., device specific characteristics) forprocessing and analysis. For example, the secondary computing device maytransmit information regarding how many displays it has, the physicalsize of its one or more displays, the resolutions available on its oneor more displays, whether one or more displays have touchscreencapabilities, the processing capabilities of the secondary computingdevice (e.g., CPU info, GPU info, and any other processing capabilityinfo), and any other information associated with the secondary computingdevice that the gaming machine 100 a, the server, or any other systemcomponent may receive and/or analyze. The device specific informationmay be used by the gaming machine 100 a, the server, or any other systemcomponent to rescale and reposition one or more streams of dataaccordingly.

In streamed mode, the displays on the gaming machine 100 a may no longerdisplay the game. Rather, in some embodiments, the gaming machine 100 amay display messages indicating that the game is reserved and in use bya player. For example, the first player that approached the gamingmachine 100 a may decide to leave the immediate proximity of the gamingmachine 100 a, but may desire to continue play thereon via his or hersecondary computing device 106 a. Once play of the game has been synchedto the first player's secondary computing device 106 a, the first playermay leave the gaming machine 100 a without fear that a second playerwill approach the gaming machine and engage in play of the game (e.g.,wagering the first player's credits, cashing out, or any other play oraction not authorized by the first player). This is because a secondplayer approaching the gaming machine 100 a would perceive a “game inuse” message or other equivalent message or criteria on one or more ofthe displays of the gaming machine 100 a and because certainfunctionalities of the gaming machine 100 a have been disabled. Asdisclosed herein, one or more timers may be displayed on one or more ofthe displays of the gaming machine 100 a that may indicate to the secondplayer one or more of the following: (1) when the remote play on thefirst player's secondary computing device 106 a will automatically besuspended (e.g., remote play may be limited to a time period accordingto some embodiments—the time period may be high or low depending on theamount of money the player is willing to wager, the credit denominationsbeing used, and how much money the player has already lost or won), (2)when the gaming machine 100 a (or server in communication with thegaming machine 100 a) will query whether the first player wishes tocontinue remote play via the secondary computing device 106 a (e.g., bydisplaying a message on a display of the device 106), or (3) how longthe player playing the game typically presented on the gaming machine100 a has been playing remotely.

FIG. 1D is another representation of the streamed play mode of gamingmachine 100 a shown in FIG. 1B. FIG. 1D also shows one embodiment of thegaming machine 100 a (e.g., the interaction and communication pathwaysbetween displays and the operating system). In the embodiment shown, asuitable “game reserved” image or the like is presented on each displayof the gaming machine 100 a. The content that would normally bedisplayed is instead redirected to a reformatting module 114 a (e.g., adisplay manager) that combines the content typically displayed on thedisplays of the gaming machine 100 a such as the top box frame graphicaldata, main screen graphical data, and virtual button deck graphicaldata. The module 114 a passes the combined content to a stream encoder116 a (e.g., a compression module). The stream encoder 116 a may alsoreceive audio associated with the game 110 a, as shown. Encoded data(e.g., audio content and combined video content) may be sent to thesecondary computing device 106 a from the stream encoder 116 a over anetwork.

The systems and methods disclosed herein may utilize or otherwise becomplemented by the teachings disclosed in commonly owned U.S. patentapplication Ser. No. 13/273,555, titled Streaming Bitrate Control andManagement. Accordingly, U.S. patent application Ser. No. 13/273,555 ishereby incorporated in its entirety by reference. The systems andmethods disclosed herein may utilize or otherwise be complemented by theteachings disclosed in commonly owned U.S. patent application Ser. No.13/273,611, titled Graphics Processing Unit Memory Usage Reduction.Accordingly, U.S. patent application Ser. No. 13/273,611 is herebyincorporated in its entirety by reference. The systems and methodsdisclosed herein may utilize or otherwise be complemented by theteachings disclosed in commonly owned U.S. patent application Ser. No.13/840,130, titled System And Method For Cross Platform PersistentGaming Sessions Using A Mobile Device. Accordingly, U.S. patentapplication Ser. No. 13/840,130 is hereby incorporated in its entiretyby reference.

In one embodiment, the content sent to the reformatting module 114 a isuncompressed frame buffers generated by execution of OpenGL libraries.The output from the reformatting module may be an image that isappropriate for the secondary computing device 106 a. For example, theimage may be reformatted to have the correct aspect ratio in view of thesize and other characteristics of the one or more displays of thesecondary computing device 106 a. In some embodiments, the streamencoder 116 a may receive a smaller image to encode than if a rawunformatted image was encoded because the module 114 a may combine andreduce the image size of the content. Therefore, the systems and methodsdisclosed herein not only enable streaming of content to a secondarycomputing device and compressing that content before delivery, but alsoenable reduction in bandwidth consumption due a reduction in image size,and in some embodiments, a reduction in the number of frame buffersbeing compressed (e.g., three frame buffers are combined into one framebuffer before compression thereof).

In the embodiment shown, the stream encoder module 116 a encodes imagedata according to an H.264 encoding scheme (i.e., encoding algorithm)resulting in an H.264 data stream. Latency may be further reduced bytuning the H.264 codec to not use B frames or look-ahead techniques. Theaudio content may be encoded according to MP3 or AAC encoding schemes.In other embodiments, different video and audio encoding schemes may beused. The encoded data may be multiplexed and encapsulated into atransport stream such as MPEG2-TS, Xiph OGG, or Adobe FLV. Of course,other transport streams may be used.

The transport stream may be sent over the network to the secondarycomputing device 106 a. In the embodiment shown, the transport stream issent over the Ethernet port connected to the gaming machine 100 a usinga suitable protocol such as RTSP. The secondary computing device 106 amay receive the transport stream over WiFi, decode the transport stream,and display the data output corresponding thereto (e.g., video contentand audio content). If the player touches one or more displays of thesecondary computing device 106 a, a touch coordinate may be transmittedback over the network (e.g., the WiFi/Ethernet link) to the gamingmachine 100 a for coordinate translation processing. In one embodiment,touch data may be transmitted back to the operating system 112 a for thecoordinate translation processing. The coordinate translation processingtranslates the coordinates of the touch data received and determineswhich display of the gaming machine 100 a is being used and where on thedisplay to map it to. The mapped (i.e., translated coordinate) may thenbe used to determine whether the touch data is a valid input and callsfor certain functionality (e.g., a bet, change number of pay lines, spinreels, hit in Black Jack, spin the wheel in Roulette, or any otherfunction related to any input for any game). For example, if the playertouches the bottom of the iPad display, the touch data may be translatedor otherwise mapped to the appropriate point on the touch screen on thevirtual button deck. Continuing with the example, the translated touchdata may then be sent to the virtual button deck (e.g., iDeck) drivermodule for processing.

In other embodiments, data other than “game in use” messages or similarmessages may be presented on one or more displays of the gaming machine100 a. The other data may include the game data itself. In oneembodiment, for example, the game may be presented in duplicate andperhaps greyed out on the gaming machine 100 a as it is played by theplayer using his or her secondary computing device 106 a. In such anembodiment, the gaming machine 100 a may generate excitement in theestablishment, which may lead prospective players (e.g., people walkingby the gaming machine 100 a) to be drawn in to watch the action (andpossibly start playing gaming machines next to or in the vicinity of thegaming machine 100 a). For example, a slot machine style gaming machinemay spin the reels on one or more displays of a gaming machine based onthe play of the game on the secondary computing device (i.e., when thevirtual reels spin on the secondary computing device, they also spin onthe gaming machine associated with the remote play). The input deviceson the gaming machine 100 a may be inoperable to ensure that the remotegaming session is not sabotaged by an unknown player.

In some embodiments, the systems and methods disclosed herein enable aplayer, such as the second player in the example above, to schedule aremote gaming session to follow an active remote gaming session. Forexample, the second player in the example above may be disappointed tofind that his favorite gaming machine is not only in use, but is beingremotely played. In one embodiment, the second player may be forced tocheck back at a later time. However, in some embodiments, the secondplayer may schedule or otherwise reserve the gaming machine for a secondremote gaming session that would follow the first player's remotesession once it ends. In such embodiments, the second player's secondarycomputing device may receive a message (e.g., from the gaming machine100 a, a server, or any other computing device) indicating that thegaming machine 100 a is available for remote play. If another player is“in line” or otherwise scheduled for remote play before the secondplayer (i.e., now third player), the third player's secondary computingdevice may receive a message (e.g., from the gaming machine 100 a, aserver, or any other computing device) indicating that the gamingmachine 100 a is available for remote play by the second player, whichserves as a status update to the third player.

In some embodiments, once a player that has reserved a remote gamingsession receives a message on his secondary computing device indicatingthat the gaming machine 100 a is available, the player may be presentedwith options. One option may be that he or she can choose to forgo thereservation and choose not to initiate a remote gaming session, in whichcase the next player “in line” may be queried. Another option may bethat he or she may choose a “local play” option where the player isafforded enough time to go to the actual gaming machine 100 a to play.In some embodiments, the player may be afforded 1 minute, 2 minutes, 5minutes, 10 minutes, or any amount of time deemed appropriate. If the“local play” option is selected by the player, the player may berequired to pay for every minute of play that the gaming machine 100 ais not in use (i.e., for every minute that elapses without the playeractivating any inputs at the gaming machine 100 a). Of course, anotheroption may be that he or she may choose to initiate the remote gamingsession thereby rendering the actual gaming machine 100 a inoperable byanother player in view of the remote use thereof.

As disclosed herein, the systems and methods enable a safe streamingmode for a player to confidently leave a gaming machine while playingthe corresponding game on his or her secondary computing device. In someembodiments, a safe streaming mode includes ensuring no other player mayinteract with the gaming machine while the gaming machine is remotelybeing played. For example, in one embodiment, a bill acceptor or ticketacceptor is configured such that it will not receive a bill/ticket whilethe gaming machine is engaged in remote play. The gaming machine is alsoconfigured to not enable initiation of game play while the gamingmachine is engaged in remote play. The gaming machine may also beconfigured to not allow a cash-out event (e.g., issuance of a TITOvoucher) while engaged in remote play unless the system verifies thecash-out event is being initiated by the player engaged in the remoteplay. Thus, it is understood that the systems and methods disclosedherein enable a secure gaming environment by preventing another playerfrom illegitimately commandeering the gaming machine without the consentof the player who is engaged in remote play. In some embodiments, asecondary computing device of the player may be associated with anygaming machine and any venue.

In another embodiment, the bill/ticket acceptor remains enabled whenbeginning a safe streaming mode for a player to leave a gaming machineand play the corresponding game on his or her secondary computing deviceor mobile device. During remote play of this embodiment, the enablingthe bill acceptor allows a player to temporarily return to the gamingmachine and insert additional funds in order to return to playing thecorresponding game on the secondary computing device without having toend and restart the remote session. More specifically, the billacceptor, or similar device, is enabled under player control. Forexample, the secondary computing device may have a button or menu itemthat allows the player to enable the bill acceptor. It is contemplatedthat this feature will temporarily enable the bill acceptor function. Incertain embodiments, the player may enable the bill acceptor for alimited period, e.g., sixty-seconds, to allow a player enough time toinsert one or more bills into the bill acceptor. After the timeout, thebill acceptor would be disabled to prevent another player fromapproaching the gaming machine and inserting a bill into the billacceptor of a gaming machine that is being played remotely and notavailable to other players. It also is contemplated that the player mayenable the bill acceptor for a limited period after a bill has beeninserted into the bill acceptor. At the expiration of this limitedperiod, the bill acceptor is disabled. Further, the player may alsoenable the bill acceptor for a limited amount of time, and after a billhas been inserted, the timeout is increased by another amount of time,e.g., thirty-seconds, to allow the player to insert another bill intothe bill acceptor. In these embodiments, once the player presses asubsequent spin button or other action on the secondary computer device,the bill acceptor on the gaming machine would be disabled. Allowing theplayer to enable the bill acceptor for a limited amount of time and thendisabling the bill acceptor soon thereafter prevents accidentalinsertions of bills by another player. This feature also would work withaccepting smart cards, tickets, or other forms of currency into thegaming machine when a player is remotely playing a game.

Further, other peripheral devices at the gaming machine could be enabledunder the control of the remote player. For example, the remote playercould enable the iView player tracking interface to allow the player toperform functions on the iView such as credit transfer or viewing pointsaccumulated, without allowing other players to operate the same functionwhen remote play is activated. In markets where a player tracking cardis physically locked in the gaming machine, a player could temporarilyenable the eject button using the secondary computing device to removethe card and insert another card. This feature may be useful when aplayer has multiple cards each containing credits. By allowing a remoteplayer to remove and insert another player card, a player can continueto play the game on the secondary computing device without having to endand restart the session. To prevent another player from accidentallyenabling a device in remote use, the player may be required to enter aPIN or other security code previously established, or may be promptedwith a confirmation message.

Referring now to FIG. 3, a process is shown using the mobiledevice-enhanced system 100 that illustrates what occurs when a playerneeds to leave an EGM 130, yet would rather continue playing. Examplesof why a player may wish to continue playing could include, by way ofexample only, and not by way of limitation: (1) Qualification for a goalsuch as a bonus round, (2) A perceived lucky streak; (3) A highprogressive jackpot that the player feels is obtainable; and (4) toleave the machine such as, for example, to retire to a smoking area, baror other venue which permits continued gaming.

Despite wishing to continue, a player may nevertheless have no optionbut to leave the vicinity of the EGM 130 for a pre-existing engagementor even to catch a flight home. By using the mobile device-enhancedsystem 100, a player may continue playing the gaming session until theplayer is out of network range or leaves the area where gaming ispermitted.

In one embodiment, when a player leaves an EGM 130 while using themobile device-enhanced system 100, the player removes their playertracking card from the player tracking card reader. If the player wishesto continue playing the gaming session on their mobile device 110, theplayer may signal appropriately by selecting an icon or other command onthe EGM 130 or iView display (or other player tracking module display).

In yet another embodiment, the mobile device-enhanced system 100 mayemploy an EGM 130 that incorporates a Bluetooth transmission system. Insuch an embodiment, when a player is seated at the EGM 130, anapplication running on their mobile device 110 is also Bluetooth-enabledand is in communication with the EGM. This establishes a link betweenthe game session and the mobile device 110. When the player moves out ofBluetooth transmission range from the EGM 130, or the Bluetoothtransmission link is otherwise broken, the game session link maycontinue to be active from the game server 160, even though it is notcontinuously connected.

Continuing now with respect to FIG. 3, as a player leaves the EGM 130their account is disassociated with the EGM 130. If a game session isnot currently in progress (e.g., if no credits are active), and there isno progress state associated with the game session, then the gamingsession is terminated and no action is performed.

However, when using mobile device-enhanced system 100, if a gamingsession is in progress when a player leaves the EGM 130, the player ispresented with an option to move their experience to their mobiledevice. This presentation may take place on either or both of the EGM130 and mobile device 110. In another aspect of the mobiledevice-enhanced system 100, to further notify the player of the mobilegaming options, the player's mobile device 110 may vibrate or play asound to bring attention the possibility of continuing the game. Such anotification is shown in FIG. 4.

If a player doesn't wish to continue playing the session, the gamesession is terminated. Any credits or game state are preserved in theplayer account for later use. Otherwise, the Stream Redirector module150 modifies the output of the video streams to suit the mobile device110, and begins sending the video streams to the mobile device via anetwork 140 (e.g., which is preferably WiFi, but is also possible over acellular data connection if gaming regulations permit).

Referring now to FIG. 5, an embodiment is shown using the mobiledevice-enhanced system 100 that illustrates how the “Total Blast” gamemay be presented to the player on the player's mobile device 110. Itshould be noted that this display on the player's mobile device 110typically consists of two video streams (or audio-video streams) mixedtogether into one; the Main Screen stream, along with the iDeck (virtualbutton deck) stream.

Referring now to FIG. 6, a configuration of the mobile device-enhancedsystem 100 is shown that illustrates how the mobile connection isestablished. From the perspective of the virtual game instance, nothinghas changed with respect to executing the game logic and rendering thegraphics of the game. The operation of the Stream Redirector module 150has changed however. The Stream Redirector module 150 now re-encodesboth the main screen streaming content and iDeck streaming content intoone combined stream of content. This re-encode process may also adjustthe screen resolution and bitrate of the resulting stream of content tobetter suit the capabilities of the mobile device 110 and/or network140. In embodiment of the mobile device-enhanced system 100 that employgames in which all three screens are necessary (e.g., the top screen isfunctional) for a game to perform correctly, the Stream Redirector 150may perform more complex logic to support the merging of all threestreams of content.

In another aspect of the mobile device-enhanced system 100, when aplayer touches a relevant point of the display on the player's mobiledevice 110, the coordinates are remapped by the Stream Redirector module150 into the original resolution of the display, and passed back to therelevant touchscreen input of the virtual game instance. This remappingof the touchscreen coordinates assists in compensating for varyingscreen sizes and proportions between the display(s) of the EGM 130 andthe display of the player's mobile device 110.

When using the mobile device-enhanced system 100, once a virtual game'scontent streams are redirected towards a mobile device 110, the EGM 130begins a new gaming session. In some embodiments, this gaming session isof an identical game 120 (but different instance) to the game 120 thatwas redirected to mobile device 110. In other embodiments, another gamemay be chosen by the game server 160 to be executed on the EGM 130 (thatis different than the game being shown on the mobile device 110),dependent upon heuristics such as the time of day, number of patrons incasino, or other data.

Another aspect of the mobile device-enhanced system 100 enables a playerto use a mobile device 110 to facilitate a gaming session platformtransfer. In one example, shown in FIG. 7, a player approaches an EGM130 with an existing game session running on their mobile device 110.This may be a game session that originated on that EGM 130 at an earliertime, but this is not necessary. Using the mobile device-enhanced system100, the player associates their account with the EGM 130. Preferably,this action is performed by the player inserting their player trackingcard. Alternatively, the player may activate a command icon on thedisplay of the EGM 130, or as discussed above, a Bluetooth pairingbetween the EGM 130 and the mobile device 110 may be used to establish alink.

In some embodiments, a software application may be loaded onto themobile device 110 (or any secondary computing device) that readies themobile device for connection to an EGM by enabling the mobile device toretrieve information regarding a connection management server. In oneembodiment, the software application may be acquired via an app store,such as the Apple App Store or the Google Play Store. FIG. 3A depictsone embodiment of a process (e.g., a process caused by execution ofsoftware instructions of the software application) that readies themobile device for connection to an EGM. For example, the process mayensure that that the mobile device (i.e., client device) canauthenticate a connection management server, and that only valid clientaccounts may access the connection management server.

In some embodiments, the process depicted in FIG. 3A may leverage theWiFi API's (i.e., Application Programming Interfaces) present in mobiledevices. When WiFi is enabled on a mobile device, the operating systemof the mobile device may use WiFi adapter hardware to maintain a list ofAccess Points (APs) that are within radio range. As shown in FIG. 3A,this step may be performed at block 120 a. Each of the AP has anassociated Service Set Identifier (SSID) (i.e., a string of text) thatis broadcast by the AP. This list is updated as the mobile devices movesaround entering and leaving the range of Access Points. Once, thesoftware application is initiated, the mobile device retrieves the listof available WiFi APs and their corresponding SSIDs (block 120 a). Themobile device then determines whether any APs are associated with avenue running the streaming system at block 122 a. If an AP isassociated with a venue running the streaming system, the mobile deviceattempts to connect to the AP using, for example, a PKI method. In oneembodiment, a PKI method may include using pre-stored keys (PSK) andcertificates to ensure the AP is legitimate such as that shown at block124 a. Once connected to an AP, the mobile device may need to obtain theIP address of a connection management server. In one embodiment, themobile device may obtain this IP address by using a NoCatAuth gatewayserver, as depicted at block 126 a. The NoCatAuth server may interceptall http requests and respond with a login webpage. The login webpagemay be presented on the mobile device. In some embodiments, storedcredentials (possibly associated with a CMS player tracking account) maybe used to log into the NoCatAuth gateway server. The general use of theNoCatAuth gateway server authorization process is depicted at block 128a. Once logged in, the NoCatAuth gateway server may send the currentconnection management server address to the mobile device, as shown atblock 130 a.

Referring now to FIG. 3B, one embodiment of a process is depicted thatenables the mobile device to be associated with a particular EGM andinitiate a remote play session. It is understood that the client devicemay not connect to the EGM for a remote gaming session in otherembodiments as disclosed herein. Instead, according to otherembodiments, the client device may connect to a game server to receivegame data therefrom during a remote gaming session. In some embodiments,a connection server may not be used. In such embodiments, the clientdevice may maintain a list of IP addresses associated with EGM-specificidentifiers, or the client device may obtain the IP address of the EGMfrom, for example, a QR code displayed on the EGM. In such embodiments,connection requests may go directly from the client device to the EGM.

Referring back to the embodiment shown in FIG. 3B, at block 132 a, theplayer may request association with a particular EGM using his or hermobile device (i.e., one type of client device). In some embodiments,the mobile device may have already completed the process depicted inFIG. 3A prior to the request for association. In some embodiments theuser may have previously downloaded a companion application to theirmobile device to enable the binding of the mobile device to the game (orgame stream) or the EGM may offer a link for the user to download theapplication before proceeding. Following block 132 a, the player isqueried to identify the EGM that the player seeks to associate with hisor her mobile device at block 134 a. In some embodiments, the player mayassociate his or her mobile device with a particular EGM by scanning,e.g. using the mobile device camera to acquire an image, an EGM-specificidentifier such as a barcode, glyph, graphic or QR code located on theEGM (e.g., presented on a display or not on a display). The EGM-specificidentifier may uniquely identify the EGM in the venue. In otherembodiments, the player may input an EGM-specific identifier that is nota QR code or barcode (e.g., combination of numbers or letters) locatedon the EGM (e.g., presented on a display or not on a display). In someembodiments, the EGM-specific code may temporally change (e.g., everyminute, every 5 minutes, every hour, every day, or any other timeperiod) or change after every remote play session. Such embodimentsensure that players do not troll or otherwise needlessly tie up theassociated EGM with illegitimate play. Such embodiments also ensure thatthe player requesting a remote play session is present at the EGM at thetime of the request. For example, a player may write an EGM-specificcode or take a picture of a QR code for later use. Of course, in someembodiments, such action may be allowed. GPS or other geo-locationaldata may also be used to verify that a player is physically located atthe EGM or within a particular venue before initiating streaming play.

As disclosed herein, alternatives to printed barcodes or QR codes may beused. Barcodes could be presented on a display of the EGM as an overlayfor example. In other embodiments, Bluetooth, RFID, or othertechnologies may be used to transmit the EGM-specific identifier or IPaddress instead of optical codes.

In addition, according to some embodiments, the processes disclosedherein may be reversed with respect to the player requesting a remotegaming session. For example, the player may utilize a graphical userinterface presented on a display of the EGM to scan for mobile deviceswithin range (e.g., within Bluetooth range or other wireless technologyrange) that are available for connection. The player may select one ofthe mobile devices from the list to connect to connect or otherwiseestablish a communication link between the EGM and the selected mobiledevice. A confirmation request may be displayed on a display of themobile device asking the player to confirm that he or she wishes toassociate his or her mobile device with the EGM.

As shown at block 136 a, the process may wait for the EGM-specificidentifier to be scanned or otherwise entered. Once the EGM-specificidentifier has been input, it is determined whether the input is a validEGM-specific identifier at block 138 a. If not, the process may returnto block 132 a. If the input is a valid EGM-specific identifier, thenthe process may continue to block 140 a where the EGM-specificidentifier (e.g., data representative of the EGM-specific identifier)may be sent to the connection server for further processing. Theconnection server may maintain a list of EGM-specific identifiers(whether static or dynamic) and corresponding current IP addresses.Accordingly, in embodiments utilizing a connection server, theconnection server may retrieve an IP address of the EGM associated withthe EGM-specific identifier at block 150 a. At block 152 a, theconnection server may send a connection request to the EGM identified bythe EGM-specific identifier. It is understood that the processesperformed by the client device (e.g., mobile device), connection server,and EGM run in parallel with various information in the form of databeing transmitted between the client device, connection server, and EGM.

Upon receiving the connection request at block 158 a, the EGM maydetermine whether the requested connection is possible or otherwiseavailable at block 160 a. For example, the requested connection may bedenied if the game is tilted or out-of-service. As another example, therequested connection may be denied if there are insufficient credits onthe EGM to enable a meaningful gaming session (i.e., a session measuredby, for example, the number games that may be played based on theavailable credits). In this regard, the process according to someembodiments may require that a certain number of credits be availablefor play. In such embodiments, the process may determine whether enoughcredits have been input to play a minimum of 1, 5, 10, 25, or any numberof games based on the minimum bet, maximum bet, or any other bet amount.Of course, other embodiments may not require a certain number of creditsto initiate a remote gaming session because the player may be enabled toinput credits via the device on which he or she is playing the game inthe remote gaming session.

If the requested connection is denied, the EGM may inform the connectionserver and the client device of the denial at blocks 154 a and 142 a,respectively. In embodiments where the EGM sends such information to theconnection server and the client device, processing resources may besaved because, for example, the connection denial information may serveas an interrupt and stop any processing being performed by theconnection server and the client device with the client device returningto block 132 a upon receiving such an interrupt. For example, such aninstance may occur where a connection request was initially allowed orotherwise approved but later denied due to later processing.

Likewise, if the requested connection is approved or otherwise allowed,the EGM may inform the connection server and the client device of thedenial at blocks 154 a and 142 a, respectively. The client device maypresent a notification to the player that the connection request hasbeen allowed and that the remote gaming session may commence shortly.Following the approval of the connection request, the EGM may, at blocks162 a and 164 a, confirm that the player requesting the remote gamingsession is actually at the EGM.

In one embodiment, the EGM may present a confirmation request on one ormore displays of the EGM that may be touched positively by the playerbefore the remote gaming session can commence. For example, theconfirmation request may be a pop-up window that may read “Do you wantto move your game and credits to be played on your mobile device?” Asanother example, the confirmation request may be a message that reads:“Do you want to move the game and credits to be played on mobile device:DEVICE NAME'S IPAD?” The player may select “Yes” or “No” on theconfirmation request. If a player confirms that he or she wishes toinitiate a remote gaming session, a connection allowed message is sentat block 166 a and may be received by the connection server and theclient device. Following block 166 a, the EGM waits for clientconnection at block 168 a.

Upon receiving the connection allowed message, the connection servermay, at block 156 a, send remote gaming session data to the clientdevice. Remote gaming session data may include the IP address and otherdata associated with the EGM. At block 144 a, the client device mayreceive the remote gaming session data from the connection server andaccordingly connect to the EGM over IP or any other communicationprotocol. As part of the remote gaming session initiation process,negotiation may take place as to the correct format for the data to bereceived in based on the client device characteristics (e.g., screensize, resolution, processing capabilities, and the like).

In some embodiments, before the remote gaming session commences, certainhardware devices (e.g., player input devices) or software modules of theEGM may be disabled so that they may not be used during the remotegaming session. For example, all touchscreens, physical buttons, thebill acceptor, and ticket printer may be disabled. According to oneembodiment, the touchscreen capabilities of any display screens may bedisabled, but the displays may still present information thereon. In oneembodiment, touch screen data may still be transmitted from a display toa processor; however, the processor does not accept the input. In otherembodiments, the disabling of the capabilities may mean that the displaydoes not transmit touch data upon being touched. According to theembodiment shown in FIG. 3B, this may occur at block 170 a. Followingthe disablement of certain hardware or software modules of the EGM, theremote gaming session may commence. In the embodiment shown, the EGM maystream gaming data to the client device and receive input data from theclient device once the remote gaming session commences. Thisfunctionality is represented at block 172 a. Likewise, the client devicemay display the streamed gaming data received from the EGM and relayactivation of any input devices (e.g., a touchscreen) via input data tothe EGM. This functionality is represented at block 148 a.

As disclosed herein, the EGM may replace the dynamic output of the gamewith static “Game Reserved” images or the like. Such images may be shownon the displays of the EGM throughout the remote gaming session with theactual output of the game instead being sent through the reformattingmodule and stream encoder according to one embodiment.

The confirmation request helps prevent someone from subverting theprocess by making a copy of the EGM-specific identifier and attemptingto initiate a remote gaming session away from the EGM using a currentplayer's funds because the current player at the EGM would be made awareof the attempt and would be able to stop it (e.g., by selecting “No”).As disclosed herein, the EGM-specific identifiers may be dynamic in thatthey change after, for example, every gaming session, a period of time,or any other measure. Dynamic EGM-specific identifiers may further helpprevent illegitimate initiation of a remote gaming session.

In some embodiments, the system may automatically select “No” for theplayer after a predetermined length of time has elapsed (e.g., 5 second,10 seconds, 30 seconds, 1 minute, or any other time period). The defaultselection of “No” after a predetermined period of time ensures that aplayer who leaves the EGM while the confirmation request is displayeddoes not have a remote gaming session initiated by another player(albeit on the client device of the player who left the EGM).

In some embodiments, the operating system on the EGM may permanentlydisplay an icon at a suitable location on a display (e.g., main displayor iDeck) that would only allow streaming to be enabled if pressed withthe default position being “off” as a further safeguard. In suchembodiments, if streaming is disabled, a connection request by asecondary computing device is ignored. If a user has enabled streaming,the availability of streaming may return to the disabled state after aperiod of time if a remote gaming session is not enabled within thattime (e.g., 1 minute, 5 minutes, or any amount of time). In someembodiments, the availability of streaming may return to the disabledstate after a cash-out event occurs on the EGM. As another example, theavailability of streaming may return to the disabled state if no creditsare present on the EGM for a period of time.

Referring now to FIG. 3C, one embodiment of a process is depicted thatenables a mobile device (e.g., any secondary computing device) to bedisconnected from a remote gaming session. A remote gaming disconnectionmay be player-initiated or system-initiated (e.g., initiated by theEGM). For example, if a player's credit balance is at or below a certainthreshold for a period of time, the venue may wish to return the EGM toits normal status so that another player may use it. In this way, thesystems herein are enabled to measure inactivity. In some embodiments,the credit threshold may be 0 credits or a number of credits less thanthe number of credits required for one or more minimum bets on the EGM.In such embodiments, the time period may be 1 minute, 5 minutes, 10minutes, or any other time period.

The system-initiated disconnection time period may be based on differentcredit thresholds and the player's credit balanced in relation thereto.For example, if a player's credit balance is at or below a certainthreshold, then the time period may be a first time period, whereas if aplayer's credit balance is at or above a certain threshold, then thetime period may be a second time period. In one embodiment, the firsttime period may be less than the second time period. For example, if aplayer's credit balance falls below the number of credits required for asingle minimum bet for 2 minutes, the remote gaming session may beterminated. Likewise, if a player's credit balance would allow for twoor more minimum bets and the credit balance has not increased ordecreased (i.e., no bets have been made) for 10 minutes, the remotegaming session may be terminated. It is understood that the player'scredit balance may be monitored just as the player input devices may bemonitored. For example, the system may terminate the gaming session ifplayer input data has not been received from the player's mobile devicefor a period of time.

In some embodiments, any remaining credit balance remains on the EGMafter the remote gaming session is terminated. In other embodiments, anyremaining credit balance may be returned to the player after the remotegaming session is terminated if the player's identity is known. In otherembodiments, the EGM may enter a tilt mode if there are remainingcredits on the EGM after a remote gaming session is terminated. In someembodiments, initiation of a remote gaming session may require a playerto agree to properly cash-out remaining credits at the end of the remotegaming session or else agree that he or she will lose those creditssince they may, for example, remain on the EGM. In still otherembodiments, the remaining credits may be transferred to a playeraccount stored on a server. Still further, a “code” or other indicia maybe generated and stored by the mobile device that when entered by theplayer during a subsequent remote gaming session on a mobile device orlocal gaming session at a gaming machine, restores the remaining creditsfor further play.

In some embodiments, the mobile device of the player engaging in aremote gaming session may receive from, for example, the EGM a promptrequiring the player to affirmatively respond to continue the remotegaming session. Such a prompt may read “Are you still playing?” Theplayer may select “Yes” or “No.” “No” may automatically be selectedafter a time period has elapsed. A player may be required toaffirmatively respond to such a prompt after a time period elapses(e.g., every 10 minutes, every 15 minutes, every 30 minutes, or anydefined period of time).

A player-initiated disconnection or termination of the remote gamingsession may begin by the player initiating a cash-out event (e.g., bypressing “Cash-Out” on the screen on the mobile device). In someembodiments, a player may initiate a cash-out event using the EGM toreceive a credit voucher. However, to ensure that the player actuallyengaged in the remote gaming session is the player requesting thecash-out at the physical EGM, the EGM may send a confirmation message tothe mobile device requiring the user to confirm whether a cash-out eventhas been requested by him or her. Some embodiments may use biometricsand/or GPS or other locational data to verify the player is physicallylocated at the EGM. In some embodiments, the mobile device may present acash-out code that the player must input at the EGM for the cash-outevent to be processed. Of course, the player may turn off such messagesto prevent another player from harassing him or her during the remotegaming session (e.g., constantly attempting to cash-out an EGM involvedin a remote gaming session).

In embodiments where a player initiates termination of the remote gamingsession using the mobile device, a confirmation window may be presentedto the player. This window may be generated by the EGM and streamed tothe mobile device, or be performed natively by the mobile application ifit is aware of the location of the virtual cash-out button on the mobiledevice display. The window may ask the player to confirm that thecash-out request is valid. If the player confirms the request is valid,then the player may be informed by, for example, another pop-up window(again, generated by the EGM and streamed to the mobile device, or beperformed natively by the mobile application) to return to the EGM. Thesecond pop-up window asking the player to return to the EGM may presenta cash-out code to the player that someone at the EGM would not know.For example, the secret cash-out code may be a randomly chosen word orcombination of letters or numbers.

In some embodiments, the EGM may display the proper cash-out code amongother non-functional cash-out codes. The EGM may ask the player to touchthe cash-out code shown on the mobile device, and if correctly chosen,the mobile device is disconnected and the EGM is re-enabled for normalplay to continue (e.g., re-enabling player input devices on the EGM). Ofcourse, in other embodiments, the player is asked to select the rightcode from a plurality of wrong codes. Instead, the player is asked toinput the code by, for example, entering each letter, number, or symbolof the code using a virtual keyboard presented on a display of a gamingmachine. In some embodiments, once the cash-out code is entered, aticket voucher is printed by the EGM. In other embodiments, once thecash-out code is entered (e.g., at the gaming machine associated withthe remote gaming session or a cash-out kiosk), the credits (or moneycorresponding thereto) may be sent directly to a player account. Inother embodiments, the cash-out code need not be entered at the EGM forthe player to receive his or her funds. Instead, the player may enterthe cash-out code at a cash-out kiosk (e.g., ATM/bill breaking machine)or provide the cash-out code to a cashier. The cash-out kiosk may beconnected to a network and receive cash-out codes along with thecorresponding credits and cash value of the credits from mobile devicesover the network. In this way, a player may input the cash-out code atthe cash-out kiosk without having to find the EGM associated with theplayer's remote gaming session. In some embodiments, once the cash-outcode is presented to the player, the remote gaming session is terminatedsince the player need not approach the EGM associated with the remotegaming session to effectively cash-out. This enables the EGM to returnto normal play mode sooner because the EGM does not need to wait for theplayer to travel back to the EGM to terminate the remote gaming session.In some embodiments, Bluetooth, RFID technology, biometrics, or GPStechnology may be used to ensure the player is at the EGM with themobile device before the EGM was returned to normal play.

One purpose of the cash-out code is to ensure that a player pressing“Cash-Out” on the mobile device is not beaten to the EGM by anotherperson who could then steal the credits by pressing the “Cash-Out”button on, for example, the virtual button deck once the EGM wasreturned to normal play. In some embodiments, the cash-out code may bemade available to the player via the mobile device, but not presentedthereon until the player requests the actual presentment of the codeitself.

In some embodiments, the cash-out code may be a barcode, a QR code, orany other unique indicia related only to the remote gaming session fromwhich the cash-out event is initiated may be presented on the mobiledevice. The player may take this session-specific code, just as theother cash-out codes discussed, to the EGM or a cash-out kiosk. However,instead of the player manually entering the code or selecting the code,the EGM or the cash-out kiosk is enabled to read the code with a scanner(e.g., barcode reader or QR code reader).

In some embodiments, a secret code may be used to establish a connectionto the EGM as an alternative to barcodes. In such embodiments, theplayer may first touch a streaming icon on the EGM display causing acode (e.g., secret word) to be displayed. Next, the player may start orotherwise initiate the mobile streaming application, and be presentedwith a short list of random codes (e.g., random words) to choose fromwith each word being supplied by the connection server or the EGM.Selecting the matching word may identify the EGM that the player isnearest to and the process may then continue with the confirmationwindow. This way, any EGM may be used for “cash-out” so the player neednot seek out a specific EGM (e.g., the EGM from which the player'sremote gaming session was associated).

According to some embodiments, the systems and methods disclosed hereinmay use a Bally Alpha 2 EGM, a standard Ethernet infrastructure (wiredand WiFi), and an optional connection server which may be a standard PCrunning a Windows operating system. According to some embodiments, videostream encoding may be performed using the H.264 codec and MPEG TSencapsulation over a protocol such as RTSP. Audio encoding may beperformed using the AAC codec. Also according to some embodiments, themobile device may be an Apple iPad 2 or iPad 3, or an Android tabletcomputer running Ice Cream Sandwich 4.0.3 or later. It will beappreciated that any combination of system components, hardwarecomponents, and communication protocols may be used.

Referring now specifically to the process shown in FIG. 3C, oneembodiment of a process is depicted that enables a mobile device (e.g.,any secondary computing device) to be disconnected from a remote gamingsession. At block 180 a, the mobile device may wait for disconnection ortermination request (whether player-initiated or system-initiated). Inthe embodiment shown, the mobile device is shown waiting for adisconnection or termination request from the player. Once a terminationrequest is received, the process may proceed to block 182 a where themobile device sends the termination request to the EGM. At block 184 a,the mobile device determines whether termination is allowed. In someembodiments, block 184 a determines whether the termination is allowedbased on, for example, data received form the EGM such as adisconnection or termination allowed message.

At block 188 a, the EGM is shown receiving, as input, the terminationrequest from the mobile device. Following block 188 a, the process mayproceed to blocks 190 a and 192 a where it may be determined whether atimeout period has elapsed based on, for example, player inactivity, andwhether the received data is in fact a termination request. In someembodiments, player inactivity may include neither confirming nordenying the termination request. The timeout period may be any timeperiod.

If the timeout period has not elapsed and the received data is atermination request, then the process may proceed to block 194 a wherethe EGM may display a confirmation request to the player asking theplayer to confirm whether he or she had in fact requested termination ofthe remote gaming session. At block 196 a, the player may respond to theconfirmation request. If the player does not confirm the terminationrequest, data representative of such an input may be sent to the mobiledevice from the EGM (block 198 a). The mobile device may then proceed toblock 180 a instead of 186 a in such a circumstance. Otherwise stated,the mobile device does not suspend or otherwise disconnect itself fromthe remote gaming session. However, if the player does confirm thetermination request, data representative of such an input may be sent tothe mobile device from the EGM. The mobile device may then proceed toblock 186 a instead of block 180 a in such a circumstance. Otherwisestated, the remote gaming session is terminated. At block 200 a, the EGMmay wait for data from the mobile device indicating that the mobiledevice has disconnected from the remote gaming session. Once such datais received, the EGM may, at block 202 a, enable input and outputdevices (or otherwise return them from a partial-functionality state toa full-functionality state) so that normal play may be initiated on thegaming machine. At block 204 a, the remote gaming session may beconsidered terminated since the gaming machine may now be available fornormal play (e.g., normal play mode).

As disclosed herein the secondary computing device (e.g., mobile device)may have different characteristics from a gaming machine (e.g., EGM).Therefore, the systems and methods disclosed herein enable thedeployment of a game on a secondary computing device that has differentcharacteristics than the EGM to which the game is associated. Thesystems and methods herein enable a wide range of games to be deployedon a wide range of mobile devices.

For example, an EGM may have one, two, three, four, or more displays ofvarying sizes, resolutions, and aspect ratios. Mobile devices may havemore than one display, but generally have just one display. In someembodiments, the display(s) of a mobile device may be oriented in eithera portrait or landscape mode. For example, a user may rotate his or hermobile device to view the display(s) on the mobile device in a portraitorientation or a landscape orientation. The displays of various mobiledevices generally have different display characteristics. For example,the following mobile devices are currently sold in the U.S. withassociated resolutions and aspect ratios. In landscape orientation, theApple iPad 2 has a resolution of 1024 pixels (width) by 768 pixels(height), and has an aspect ratio of 1.33. In landscape orientation, theApple iPhone 4 has a resolution of 960 pixels (width) by 640 pixels(height), and has an aspect ratio of 1.5. In landscape orientation, theApple iPhone 5 has a resolution of 1136 pixels (width) by 640 pixels(height), and has an aspect ratio of 1.78. In landscape orientation, theAsus TF700 has a resolution of 1920 pixels (width) by 1200 pixels(height), and has an aspect ratio of 1.6. In landscape orientation, theBlackBerry Playbook has a resolution of 1024 pixels (width) by 600pixels (height), and has an aspect ratio of 1.7.

The systems and methods disclosed herein enable reformatting of anyexisting game so that it may be presented on one or more displays of amobile device. In some embodiments, the entire real estate of a display(i.e., all pixels) on a mobile device may be used in presenting areformatted game on the mobile device. In other embodiments, less thanthe entire real estate of a display (i.e., all pixels) on a mobiledevice may be used in presenting a reformatted game on the mobiledevice. For example, 50%-99% of the pixels may be used.

In some embodiments, a virtual button deck (e.g., iDeck) graphical userinterface may be represented in a large enough portion of the mobiledevice display to enable a player to easily operate it. For example, agaming machine with a main screen display and a virtual button deckdisplay may have graphical data associated with each display, which maybe combined and shown on a single display of a mobile device. Thegraphical data associated with the virtual button deck may bereformatted (e.g., resized) and presented on a portion of the mobiledevice display (e.g., the lower 20% in a landscape orientation), whereasthe graphical data associated with the main screen may be reformattedand presented on another portion of the mobile device display (e.g., theupper 80% in a landscape orientation). Of course, in other embodiments,the graphical data associated with the virtual button deck may bereformatted (e.g., resized) and presented on the entire mobile devicedisplay. After a player, for example, selects a bet amount on the mobiledevice display using the reformatted graphical user interface, themobile device may switch to displaying graphical data associated withthe main screen display that has been reformatted and presented on theentire mobile device display.

In some embodiments, reformatting the graphical data presented on agaming machine may result in deformation of content (e.g., stretching,shrinking, or otherwise skewing the content such that the originalaspect ratio of the content is not maintained). However, the systems andmethods disclosed herein may determine that if deformation of contentoccurs, such deformation may be acceptable provided that the deformedcontent is perceivable as being related to the source content (i.e., thecontent as it is presented on the gaming machine) with, for example,minimal deformation. In some embodiments, the level of deformation maybe determined based on the aspect ratio of the content beforereformatting and after reformatting. For example, if the originalcontent has an aspect ratio of 2, and after reformatting the content hasan aspect ratio of 1, then the content may be perceivably stretchedheight-wise. However, if the content has an aspect ratio of 2.1 or 1.9,the deformation of the content may not be perceivable, readilyperceivable, or the like. This is because the 2.1 or 1.9 aspect ratio iscloser to the original aspect ratio than that of 1.

Accordingly, in some embodiments, this relationship is leveraged to setup acceptable and unacceptable levels of deformation. In one embodiment,acceptable levels of deformation may include when the aspect ratio ofthe reformatted content is within 1%, 5%, 10%, 20%, or any otherpercentage of the aspect ratio of the original content. For example, ifthe original content has an aspect ratio of 1.6, deformation inreformatted content related thereto may be acceptable if it is withinthe range of 1.584-1.616 (e.g., if the aspect ratio of the reformattedcontent is required to be within 1% of the aspect ratio of the originalcontent), 1.52-1.68 (e.g., if the aspect ratio of the reformattedcontent is required to be within 5% of the aspect ratio of the originalcontent), 1.44-1.76 (e.g., if the aspect ratio of the reformattedcontent is required to be within 10% of the aspect ratio of the originalcontent), or 1.28-1.92 (e.g., if the aspect ratio of the reformattedcontent is required to be within 20% of the aspect ratio of the originalcontent). In one embodiment, unacceptable levels of deformation mayinclude when the aspect ratio of the reformatted content is not within1%, 5%, 10%, 20%, or any other percentage of the aspect ratio of theoriginal content.

As disclosed herein, content from multiple displays on one device may becombined into a single stream or frame for another device. While contentmay be reformatted based on the aspect ratio of the display and deformedaccordingly, the deformation measurement disclosed herein is based onthe aspect ratio for each piece of content against its associatedoriginal content.

In some embodiments, the systems and methods disclosed herein leveragethe different orientations available (i.e., landscape or portrait) of adisplay. For example, some games may play better in a portraitorientation on a mobile device while other games may play better in alandscape orientation on the same mobile device.

Referring now to FIGS. 31A-C, examples of content taken from Bally Alpha2 products is shown for illustrative purposes. Of course, the contentmay change based on the game and the gaming machine for which it isdesigned. It should further be noted that while the various embodimentsherein are described with reference to electronic EGMs that the presentinvention could also be applied to electronic gaming tables. Thus, theterm EGM should be understood to include electronic gaming tables wherea player may wish to remotely play at a player position.

FIG. 31A shows a screen shot of graphical data associated with a BallyV22 game (“Ole Jalapenos”), which is displayed across twolandscape-oriented 1.77 aspect ratio displays. Each of these displayshas a resolution of 1360 pixels by 768 pixels. Combined together, asshown, they produce a composite image having a resolution of 1360 pixelsby 1536 pixels and an aspect ratio of 0.88. FIG. 31B shows a screen shotof graphical data associated with a Bally V32 game (“All That Jazz”),which is displayed across one portrait oriented 0.56 aspect ratiodisplay having a resolution therefore of 768 pixels by 1360 pixels. FIG.31C shows a screen shot of graphical data associated with a Bally iDeckdisplay that is utilized by both the Bally V22 “Ole Jalapenos” game andthe Bally V32 “All That Jazz” game. The Bally iDeck display in thisembodiment has a resolution of 1280 pixels by 242 pixels and an aspectratio of 5.29.

Continuing with the examples shown in FIGS. 31A-C, FIGS. 32A-B show twomobile displays presenting the graphical data corresponding to thegraphical data shown in FIGS. 31A-C according to one embodiment. In theembodiment shown, the display 300 a in FIG. 32A has an aspect ratio of16:10 (1.6), and is displaying the V22 game “Ole Jalapenos” reformattedto fit on the display 300 a using the correct aspect ratio. In theembodiment shown, the way the graphical data associated with the “OleJalapenos” game has been reformatted has resulted in large unused areas302 a of the mobile device display. The embodiment shown in FIG. 32Aillustrates an instance of letterboxing that may occur when content isreformatted to preserve the aspect ratio of the game.

In the embodiment shown, the display 304 a in FIG. 32B has an aspectratio of 4:3 (1.33), and is displaying the V32 game “All That Jazz”reformatted to fit on the display 304 a at the correct aspect ratio. Inthe embodiment shown, the way the graphical data associated with the“All That Jazz” game has been reformatted has resulted in large, unusedareas 306 a of the mobile device display. The embodiment shown in FIG.32B illustrates an instance of pillarboxing that may occur when contentis reformatted to preserve the aspect ratio of the game.

Failing to utilize more of the mobile device display in the embodimentsas shown in FIGS. 32A-B, content, such as the graphical user interfacedisplayed on a virtual button deck, is rendered smaller in size thanotherwise may be possible. Otherwise stated, the systems and methodsdisclosed herein may eliminate unused areas on a display by enlarging orotherwise stretching content to fit the entire display. For example, insome embodiments, the content may be stretched (e.g., deviate away fromthe correct aspect ratio of the game) such that the entire display isused (i.e., there are no unused areas or portions). FIG. 32C illustratesone embodiment of the display 300 a presenting the V22 game “OleJalapenos” reformatted to fit on the display 300 a without any unusedareas. As shown, the game is stretched to ensure that there are nounused areas in this embodiment. Likewise, FIG. 32D illustrates oneembodiment of the display 304 a presenting the V32 game “All That Jazz”reformatted to fit on the display 304 a without any unused areas. Asshown, the game is stretched to ensure that there are no unused areas inthis embodiment. In some embodiments, the amount of stretching depictedin FIGS. 32C-D may be deemed unacceptable to some users or the gamedesigner because it may no longer closely represent the game aspresented on the gaming machine itself. Therefore, in some embodiments,the systems and methods disclosed herein may reduce the amount ofdeformation by reformatting content so that it does not utilize theentire display of the mobile device. In such embodiments, the contentmay or may not be deformed within an acceptable limit.

In some embodiments, the systems and methods disclosed herein may reducethe size of any unused areas on a display by enlarging or otherwisedeforming (e.g., stretching or shrinking) content within acceptablelimits. Otherwise stated, the content may be reformatted so that theaspect ratio of the reformatted content is within a certain percentageof the aspect ratio of the original content. For example, content may bestretched, but within acceptable limits that may reduce but may noteliminate unused portions of the display. In some embodiments,advertisements may be presented in any unused portions of a display onthe mobile device. FIG. 32E illustrates one embodiment of the display300 a presenting the V22 game “Ole Jalapenos” reformatted to fit on thedisplay 300 a with unused areas 308 a. As shown, the unused areas 308 aare smaller than the unused areas 302 a shown in FIG. 32A therebyreducing the letterbox effect within acceptable reformatting limits(i.e., the letterbox effect is reduced by reformatting the originalcontent so that when displayed, the reformatted content has an aspectratio within a certain percentage of, for example, the aspect ratio ofthe original content). Likewise, FIG. 32D illustrates one embodiment ofthe display 304 a presenting the V32 game “All That Jazz” reformatted tofit on the display 304 a with unused areas 310 a. As shown, the unusedareas 310 a are smaller than the unused areas 306 a shown in FIG. 32Bthereby reducing the pillarbox effect within acceptable reformattinglimits (i.e., the pillarbox effect is reduced by reformatting theoriginal content so that when displayed, the reformatted content has anaspect ratio within a certain percentage of, for example, the aspectratio of the original content).

Referring now to FIG. 33, one example of one embodiment of a method todetermine optimal output for a given input resolution and given displayis shown. For example, the video output presented on the displays shownin FIGS. 32E-F may have been optimized (i.e., reduced the amount of anyunused areas on a display by reformatting original content so that whendisplayed, the reformatted content has an aspect ratio within a certainpercentage of, for example, the aspect ratio of the original content)using the method shown in FIG. 33. The method shown in FIG. 33 may beperformed by a mobile device, a gaming machine, a game server, any othercomputing device, or a combination thereof. As shown, each block on theleft is shown in more detail on the right.

At block 320 a, parameters may be initialized. In one embodiment,initializing the parameters may include setting variables to equal thewidth and height of the mobile device display and the width and heightof the gaming machine displays that present game content that will bereformatted for display on the mobile device (e.g., the combined maingame and top box displays of a V22 gaming machine, the main display of aV32 gaming machine, and the virtual button deck display). Width andheight may be in terms of pixels or any other unit of measurement.

In embodiments where graphical data is compressed (e.g., according tothe H.264 codec) prior to transmission to the mobile device, a variable(shown as M) may also be initialized for the encoder modulo. The encodermodulo may be used to adjust implementations where the content may bestreamed to the mobile device. Encoding methods, such as H.264,generally impose a requirement that the source content be a multiple ofsome value (i.e., the modulo) in both width and height. A typical valueM may be 8. If streaming is not required, M may be set to 1 (i.e.,setting M to 1 informs the system that the graphical data is notcompressed upon reception by the mobile device or otherwise beforetransmission to the mobile device).

If the mobile device initializes the display parameters, the mobiledevice may transmit data to the gaming machine requesting displayinformation. In response to this request, the gaming machine maytransmit display data back to the mobile device that includesinformation on, for example, the width and height of each display on thegaming machine. In some embodiments, only information on displays thatpresent content that will be reformatted for presentation on the mobiledevice may be transmitted to the mobile device. If the gaming machineinitializes the display parameters, the gaming machine may transmit datato the mobile device requesting display information. In response to thisrequest, the mobile device may transmit display data back to the gamingdevice that includes information, for example, relating to the width andheight of each display of the mobile device that is available forpresenting graphical data. If another computing device, such as a gameserver, initializes the display parameters, display data may be receivedfrom the mobile device and the gaming machine following a request forsuch information.

In some embodiments, the width and height of each display may bedifferent or the same as the width and height of the content displayedin each display. Therefore, in some embodiments, the width and height ofthe content associated with each display of the gaming machine may beinitialized in addition to the width and height of each display.However, in other embodiments, the width and height of the contentassociated with each display of the gaming machine may be initializedinstead of using the width and height of displays. This may occur, forexample, when the content is reformatted to fit displays of the gamingmachine so it may correspond more accurately to user resolution andaspect ratio data of the original content before it is reformatted tofit the displays of the gaming machine in such embodiments.

After the parameters are initialized at block 320 a, the method mayproceed to block 322 a where the resolution of the virtual button deckdisplay (or the resolution of the content presented on the display insome embodiments) may be scaled (e.g., reduced in size if the resolutionof the virtual button deck display is too large for the mobile device)based on the parameters of a display on the mobile device. In oneembodiment, an optimal target resolution may be determined based on theresolution of the virtual button deck display with respect to theresolution of the display on the mobile device. For example, theresolution of the virtual button deck display may be 1280 pixels by 242pixels and the display on the mobile device may be 768 pixels. Thecontent typically displayed on the virtual button deck display may bescaled so that it is 768 pixels in width instead of 1280 pixels inwidth, and correspondingly 144 pixels in height instead of 242 pixels inheight to maintain the aspect ratio. It is understood that the actualperfect aspect ratio would yield a height of 145 pixels, but this valueis adjusted for encoder modulo requirements. Throughout the method shownin FIG. 33, this adjustment may take place when required.

In some embodiments, if block 322 a results in the scaled contentassociated with the virtual button deck display exceeding somepercentage of the display area on the mobile device (e.g., 10%-25%),then block 322 a may further scale (e.g., reduce in size) the contentassociated with the virtual button deck display. This may occur forexample, where scaling the content associated with the virtual buttondeck display would produce an unacceptably large representation of thevirtual button deck on the mobile device.

At block 324 a, any remaining area on the display of the mobile devicemay be calculated. In one embodiment, the remaining area may becalculated by subtracting the vertical resolution (i.e., the height inpixels) of the scaled content associated with the virtual button deckdisplay from the available vertical resolution of the mobile device. Theremaining pixels from this subtraction multiplied by the width of thedisplay of the mobile device may indicate the available area that may beused to display other game content other than the virtual button deckcontent. In some embodiments, the entire area may be used (e.g., asshown in FIGS. 32C-D) whereas in other embodiments, less than the entirearea may be used (e.g., as shown in FIGS. 32E-F).

At block 326 a, the optimum resolution of the remaining game content maybe determined similar to how the optimum resolution was determined forthe content associated with the virtual button deck. In someembodiments, optimum or optimized resolution refers to maintaining anoptimized aspect ratio. As disclosed herein, an optimized aspect ratiomay be considered optimized when the aspect ratio of the reformattedcontent is within 1%, 5%, 10%, 20%, or any other desired percentage ofthe aspect ratio of the original content. For example, an adjustment maybe made if the optimal vertical resolution of the remaining game contentwould lead to a horizontal resolution (i.e., the width in pixels)requiring content to be cropped in either width or height. Rather thancrop content, if the horizontal resolution would be too large forexample, the vertical resolution of the remaining game content may befurther scaled so that the horizontal resolution is not wider than thewidth of the display on the mobile device (i.e., the width of thedisplay on the mobile device being the target resolution).

At block 328 a, the maximum possible correct aspect ratio resolution maybe determined based on the calculations performed in blocks 320 a, 322a, 324 a, and 326 a. Content scaled according to the maximum possiblecorrect aspect ratio resolution may look like the content shown in FIGS.32A-B but may too much unused display area.

At block 330 a, the maximum possible stretched aspect ratio resolutionmay be determined. For example, the scaled width of the content will bethe width of the display on the mobile device. The scaled height of thecontent will be based on the height relationship between the differentcontent combined and displayed together. Content scaled according to themaximum possible stretched aspect ratio resolution may look like thecontent shown in FIGS. 32C-D, but may appear too stretched or otherwisedistorted.

At block 332 a, the resolutions determined at blocks 328 and 330 a maybe used to produce a compromise between the two blocks 328 a and 330 aresulting in a not too stretched and not too letterboxed/pillarboxedimage presented on the mobile device display. If the content associatedwith the virtual button deck was previously adjusted then the contentmay be rescaled so that the content does not end up too small. Whilerescaling the content associated with the virtual button deck may resultin perceivable stretching of the image, such stretching may be withinacceptable limits and is illustrated in the embodiment shown in FIG. 34.Specifically, FIG. 34 shows a V22 game presented on a single mobiledevice screen with game content associated with the main screen of theV22 game displayed at the correct aspect ratio, but with the virtualbutton deck content of the V22 game being stretched according to acompromise stretch/aspect ratio. In addition, FIG. 34 also shows anembodiment where it has been determined that title screen contentassociated with the V22 game was not to be displayed to enable thedisplayed content to be larger.

Referring to FIGS. 35A-D, two different mobile devices having differentdisplay characteristics are shown displaying two different games in theportrait orientation using the compromise method disclosed herein. Themobile device shown in FIGS. 35A and 35C has a 16:10 aspect ratiodisplay, and the mobile device shown in FIGS. 35B and 35D has a 4:3aspect ratio display. FIGS. 35A and 35B illustrate that the compromisemethod disclosed herein enables a game (e.g., the V32 game) to bereformatted to fit various displays having different characteristics.Similarly, FIGS. 35C and 35D illustrate that the compromise methoddisclosed herein enables a game (e.g., the V22 game) to be reformattedto fit various displays having different characteristics. While theunused areas on the 16:10 display and the 4:3 display may be different,the commonality between the two different presentations of each game isthat the content is displayed at a compromise between displaying thecorrect aspect ratio (and possibly leaving large, unused areas of thedisplay), and displaying too much deformation (while possible using theentire display).

In some embodiments, the systems and methods disclosed herein maydetermine if a game should be represented in either a landscapeorientation or mode, or a portrait orientation or mode. FIG. 36 depictsone example of one embodiment of an orientation determination process350 a. At block 352 a, the process may determine the width (in pixels)and height (in pixels) of the mobile device display in portrait mode. Atblock 354 a, the process may determine the optimal portrait resolutionbased on the width and height of the mobile device display determined atblock 352 a. In some embodiments, the optimal portrait resolution maysimply be the width in pixels and the height in pixels determined arefound at block 352 a. At block 356 a, the process may determine theportrait mode aspect ratio based on the optimal portrait resolutiondetermined at block 354 a.

At block 358 a, the process may determine the width (in pixels) andheight (in pixels) of the mobile device display in landscape mode. Atblock 360 a, the process may determine the optimal landscape resolutionbased on the width and height of the mobile device display determined atblock 358 a. In some embodiments, the optimal portrait resolution maysimply be the width in pixels and the height in pixels determined arefound at block 358 a. At block 362 a, the process may determine thelandscape mode aspect ratio based on the optimal landscape resolutiondetermined at block 360 a. Of course, in some embodiments, calculationof the resolution and aspect ratio of the mobile device display may bebased on the portrait resolution and aspect ratio. For example, if theprocess determines (by, for example, querying a processing unit in themobile device) that the portrait resolution is 640 pixels (W) by 960pixels (H) and the portrait aspect ratio is 640/960 (0.67), then thelandscape resolution may be determined by switching the width and heightvalues (960 pixels (W)×640 pixels (H) and reversing the calculation forthe aspect ratio (960/640 which equals 1.5). In such an embodiment, theprocessing unit in the mobile device may not be queried a second time.Likewise, the aspect ratio for the

Once the resolution or aspect ratio of the mobile device display for theportrait orientation and landscape orientation is known, these valuesmay be used to determine whether the game content should be presentedusing the landscape or portrait orientation of the mobile devicedisplay. In some embodiments, the resolution or aspect ratio of the twodifferent orientations of the mobile device display may be comparedagainst the resolution or aspect ratio of the game content (i.e., theoriginal game content before reformatting thereof). For example, atblock 364 a, the process may determine the resolution and aspect ratioof the game content (i.e., the original game content before reformattingthereof) by, for example, querying the gaming machine or a game serverassociated with the game content. It may then be determined which aspectratio or resolution (i.e., landscape or portrait) of the mobile deviceis closest to the aspect ratio or resolution of the game content atblock 366 a. Whichever aspect ratio or resolution is closest, thecorresponding orientation is determined to be the correct mode ofdisplay. For example, if it is determined at block 366 a that the aspectratio of the portrait mode of the mobile device display is less than orequal to the aspect ratio of the game content, then the process maydetermine that the game content should be displayed using the portraitmode of the mobile device display at block 368 a. However, if it isdetermined at block 366 a that the aspect ratio of the portrait mode ofthe mobile device display is greater than or equal to the aspect ratioof the game content, then the process may determine that the gamecontent should be displayed using the landscape mode of the mobiledevice display at block 370 a. In some embodiments, the process 350 amay perform absolute subtraction, but computing the magnitude of anormalized vector subtraction may be used for better accuracy in otherembodiments.

FIGS. 37A-B shows a mobile device with the display in the landscapeorientation presenting content. The display in FIG. 37A may have a 1.6aspect ratio and the display in FIG. 37B may have a 4:3 aspect ratio.

As disclosed herein, the systems and methods enable existing content(e.g., a game) designed for a first computing device (e.g., a gamingmachine) to be displayed on a second device (e.g., a mobile device) forwhich the content was not originally designed. The systems and methodsdo not require user intervention for determining optimal resolutions andaspect ratios for any mobile device and any content (e.g., any games).The systems and methods may maintain a consistent presentation ofvirtual button deck content across a range of mobile devices and content(e.g., any games). The systems and methods enable content to bedisplayed on a mobile device, for which it was not designed, in thecorrect orientation automatically. In some embodiments, the correctorientation may be the orientation that results in less deformation ofthe image data presented there (e.g., less stretching).

Once the EGM 130 and the mobile device 110 have been associated witheach other, the game server 160 checks to see if a game session is inprogress. If a game session is in progress, an option is presented onthe EGM 130 and/or the mobile device 110 to move the gaming experienceto the EGM 130. FIG. 8 shows the mobile device-enhanced system 100presenting this option to the player.

Notably, as shown in FIG. 8, the game currently being played on the EGM130 may not be the same game as on the mobile device 110. In thisexample, the EGM 130 was previously playing the “Lightning Sevens” game,but the game that is presented on the mobile device 100 is the “TotalBlast” game. If the player chooses to continue playing “Total Blast”game, the virtual instance of the “Lightning Sevens” game is shut downor may be hibernated. Using the mobile device-enhanced system 100, ahibernated game may be later “woken up” by the player when the playeragain needs to leave the vicinity of the EGM 130, but would still liketo continue to play a game. In this manner, the player can use themobile device-enhanced system 100 to pick up where he or she left offwith the previous gaming session on the mobile device 110.

In another embodiment of the mobile device-enhanced system 100, afurther enhancement is possible when the game on the mobile device 110is re-directed to an EGM 130. Since the player typically has a mobiledevice 110 in their possession containing software that is capable ofreceiving a video stream and sending back touchscreen player input, theplayer's mobile device 100 can be used to enhance the gaming experienceat the EGM 130.

An example of such an enhancement using the mobile device-enhancedsystem 100 is shown in FIG. 9. In this example, the mobiledevice-enhanced system 100 is configured such that the Stream Redirectormodule 150 is sending outputs from the virtual game instance onto thedisplays of the EGM 130. In addition, the Stream Redirector module 150is also sending a re-formatted and re-encoded copy of the iDeck display(or other virtual button deck display) over the network 140 to themobile device 110. In this example, this copy enables the player to usethe mobile device 110 as a replacement iDeck. In this manner, a playercan sit back and comfortably interact with the game using their mobiledevice 110 rather than leaning forward towards the EGM 130.

Further enhancements are also possible with this configuration. Themobile device 110 could have additional content displayed upon it, whichcould also interact with the displays of the EGM, as described withrespect to Augmented Reality Gaming, U.S. application Ser. No.12/969,462, which is hereby incorporated in its entirety by reference.

Notably, the mobile device-enhanced system 100 lends itself topersonalized gaming experiences. Since a gaming session is tied to amobile device 110 and/or player account, games may be designed that havelonger storylines than a single spin. If a player closes the mobileapplication, the virtual game instance may remain active or hibernated,ready for the player to resume at a later time on the mobile device 110or an EGM 130. Also, in some embodiments, the games 120 may be designedto operate differently depending upon the display device. For example, adice game may be operated at an EGM 130 by a button press or atouchscreen gesture, but when running on the mobile device 110, theaccelerometer of the mobile device 110 (if available), may be used to“shake” the mobile device, and thus the virtual dice, to initiate awager.

While the above embodiments of the mobile device-enhanced system 100have been discussed with respect to the use streaming technology todeliver the content to the display devices (e.g., the mobile device 110,the EGM 130, and the like), other embodiments of the mobiledevice-enhanced system 100 use conventional ‘thick-client’ technology.In some such implementations, the mobile device may not be “trusted” (bygaming regulation standards), so a persistent network link would be usedto host the game outcome in a secure server-based environment.

In such an embodiment, instead of stream redirection, both the EGM 130and the mobile device 110 would host software applications implementingthe game presentation. At the point where the game is “transferred” fromEGM 130 to mobile device 110 or vice-versa, the game state instead wouldbe transferred along with meter values to the new client. In the case ofmoving to the mobile device 110 (if the EGM 130 has been actuallyperforming all of the game logic without a server), a new game virtualinstance would be created at the server 160 for hosting the game 120 onthe “insecure” mobile device 110. When moving from the mobile device 110to a non-server based EGM 130, the data from the virtual instance wouldbe passed to the EGM, and then the virtual instance of the game 120would be shut down.

Additionally, preferred embodiments of the mobile device-enhanced system100 typically enable: (1) players to continue playing games even whenthey are not at an EGM 130; (2) players to have an EGM-like experienceon mobile devices 110; (3) games to be enhanced to take into account theavailability of a mobile device 110, without the extra costs associatedwith providing mobile devices 110 to the players; and (4) game play tobe limited to only operate within WiFi range of EGMs 130, which may beadvantageous for gaming regulations.

Moreover, preferred embodiments of the mobile device-enhanced system 100typically include structural and/or operational features such as: (1)seamless transfer of game play between mobile devices 110 and EGMs 130(and vice-versa); (2) saving of gaming session for resumption later,either on a mobile device 110 or on an EGM 130, and (3) use of mobiledevice 110 as alternative input device to EGM 130.

A preferred embodiment of this mobile device-enhanced system 100 enablesplayers to play game sessions across mobile and conventional EGMplatforms as shown in FIG. 10. Additionally, some aspects of this mobiledevice-enhanced system 100 are directed towards the transfer of fundingbetween electronic gaming machines, mobile devices, and paper tickets,as well as cash/credit cards.

According to the various embodiments the meters associated with the EGMare updated even through play that is occurring remotely on a mobiledevice. The reporting related to EGM events to a slot accounting system(SAS) therefore remains and to the system appears transparent. Further,the recordation of events which takes place at the EGM, such asrecording a certain number of prior plays to resolve disputes, stilloccurs.

The Mobile Wallet:

In embodiment of this mobile device-enhanced system 100, the mobiledevice 110 acts (from the player's perspective) as a mobile wallet.However, in actual implementation and functionality, the mobile device110 does not store the funds. These financial transactions and relatedtransaction records are stored in a database on a server. The mobiledevice 110 must therefore have network connectivity to be functional.This is a configuration that may be achieved through the use of smartphones and ubiquitous nature of network infrastructure, such as 3G orWiFi mobile phone networks. In a preferred embodiment of the mobiledevice-enhanced system 100, the mobile device 110 also has a rear-facingcamera that is capable of acquiring QR codes or barcodes. Specifically,FIG. 11 illustrates how a player may interact with the mobiledevice-enhanced system 100.

In one embodiment of the mobile device-enhanced system 100, the mobilewallet is configured to interface with via an application that is loadedonto the mobile device 110 (as well as on kiosks and EGMs 130).Accordingly to one embodiment, FIG. 12 shows how this helper applicationinteracts with other elements of the mobile device-enhanced system 100,such as kiosks and EGMs 130.

In one embodiment of the mobile device-enhanced system 100, securitylevels are utilized for identification and/or authentication during theassociation process. These security components include identificationand/or authentication of the device ID of the gaming machine and mobiledevice, the user name of the player, and the password of the player. Insome embodiments of the mobile device-enhanced system 100, biometricsare used to assist in the security efforts of the employed to access themobile device and the player's financial account. In such an embodiment,a biometric reader may be used which may take a variety of forms, forinstance, a fingerprint reader, iris scan, microphone and voicerecognition software, hand vein pattern detection, or combinationsthereof. In alternate embodiments, a patron's written signature may bedigitized and verified against a signature database. For example, aplayer may sign on a surface computer display with finger or stylus.Biometric analysis may be performed at the gaming system (e.g. table orarcade style gaming systems) or may be performed by remotely locatedremote system computer system. A player's unique PIN may be used withforegoing identification and authentication techniques.

Also, for example, a player's identity and proximity may be detected bythe sensor subsystem or other subsystem of the gaming system. Forinstance, a transponder carried by a piece of media or a wirelesscommunication device which is carried by or otherwise associated with aplayer may be wireless detected via wireless interrogation. The piece ofmedia may take any of a variety of forms, for instance a loyalty programcard, driver's license, credit, debit or prepaid card. Proximity dataacquired by the gaming system may, for example, include a location inthe casino (e.g., x, y, and z coordinates or GPS data). The gamingsystem or some other system may associate the proximity data with aplayer identifier. Based at least one part on the location coordinates,the system may create a logical relationship between the playeridentifier and a particular gaming system, a table identifier, seatidentifier and/or player position identifier.

A player may identify him or herself at the gaming system by placing apiece of media (e.g. loyalty program or patron club card, driver'slicense, credit, debit or prepaid card) on the playing surface. A sensorsubsystem may read the media, and a CMP/CMS system may identify theplayer from the read information. The display subsystem may displayindicia representing cash and/or point balances one or more accountsassociated with the player. The player may employ a user interface totransfer funds from their account, for example, to a credit meter of thegaming system or as virtual chips. The transfer may require entry andapproval of a personal identification number (PIN), biometric data,and/or password. The user interface may include one or more userselectable icons displayed on or below the playing surface, or someseparate device such as a PIN pad, keypad or keyboard, for examplelocated at each seat. Transfers may employ appropriate securityprotocols and encryption, for example AFT or WAT transfer protocols ofSAS or the GSA G2S class, respectively.

In some embodiments, the mobile device-enhanced system 100 facilitateswireless transfer of funds from a personal computing device and/orwireless communication device capable of performing funds transfer usingthe Mobile Wallet inside the device, from a remote financialinstitution, or from other points or cash funds account. Personalcomputing and/or wireless communication devices may take a variety offorms, for example a cell phone, iPhone, personal digital assistant(PDA), laptop computer, BLACKBERRY, TREO and other such devices. Thedevice may establish wireless communication with the table or arcadestyle gaming system or with a casino patron account. Funds may bedebited from or credited to the device or a remote financial account.The communication protocol may take a variety of forms, for example,Bluetooth or WiFi, but other standard networking protocols areenvisioned as long as the protocols support security via authenticationand/or encryption of the transmissions and transactions.

Funding Game Play Using the Kiosk:

Another embodiment of the mobile device-enhanced system 100 facilitatesa kiosk to be used to enable a player to add or release funds from theirplay game. This is performed in a manner somewhat similar to aconventional Ticket-In-Ticket-Out (TITO) system, but without the use oftickets, ticket printers, or ticket readers. The kiosk does not requirea ticket printer (or bill validator) for other funding sources, such ascredit cards, debit cards, and the like.

Referring now to FIG. 13 and FIG. 14, in one embodiment of a kiosk inthe mobile device-enhanced system 100 is shown. A player may swipe theircredit card or debit card to access funds, or insert cash via a billacceptor. These funding sources may be applied to a mobile wallet usingthe mobile device-enhanced system 100.

To apply funds to a mobile wallet using the mobile device-enhancedsystem 100, the player must either associate a mobile device 110 orplayer tracking card with the kiosk. As shown in FIG. 16, to associate aplayer tracking card with the kiosk, the player simply swipes the cardwhen prompted. To associate with a mobile device 110 with the kiosk, thekiosk preferably uses a QR/barcode reader. The mobile wallet applicationhas the capability to display a QR code on the display of the mobiledevice 110. In response to prompting, the player activates theassociation function of the mobile application and places the mobiledevice 110 (e.g., smart phone) under the barcode reader. As shown inFIG. 15, in such an embodiment, the kiosk application then reads the QRcode and from the display of the mobile device 110 and uniquelyidentifies the mobile device, and thus, its mobile wallet account in thedatabase.

In either case when the association is complete, funds are in the mobilewallet and can be used at an EGM 130 or on a mobile device 110 for gameplay. In a further enhancement, for mobile device play, the player canchoose the initial game or available game suite from the kiosk as well.

Funding Game Play at an EGM:

As shown in FIGS. 17 and 18, using the mobile device-enhanced system100, a player may also fund game play at an EGM 130 using a mobiledevice 110 or player card. Specifically, FIG. 17 and FIG. 18 each showpossible transaction flows. In one of the scenarios shown, a player cardis not used, while in the other scenario shown, a player card is in use.

In one embodiment of the mobile device-enhanced system 100 where amobile device 110 is being used, the player associates the mobile device110 with the EGM 130. This is achieved by bringing up an associationfunction of the mobile device 110, as shown in FIG. 19. In thisembodiment, the player then points the camera of the mobile device 110at the EGM 130, which is modified to display a QR code on its artwork asseen in FIG. 20. This QR code uniquely identifies the EGM 130 andenables the mobile wallet helper application to direct the funds beingwithdrawn to be correctly deposited on the EGM. As shown in FIG. 21, theuser interface for this transaction may be presented on the mobiledevice 110. Conversely, funds won or inserted into the bill acceptor ofthe EGM 130 may be delivered to the mobile wallet upon cashout, for useon the mobile device 110 or at a kiosk, as described below.

Multi-Platform Game Play:

In some preferred embodiments, a player may switch their game play froman EGM to a mobile device and back again. This type of game transferbetween platforms is referred to herein as “Games on the Go.” Once amobile device 110 and an EGM 130 are associated with each other, agaming session can be moved from one to the other. Additionally, once amobile device 110 and an EGM 130 are associated with each other, fundingalso can be moved from one to the other. In one embodiment of the mobiledevice-enhanced system 100, this association may be preferably performedby the QR code acquisition described above with respect to FIG. 20, orvia the insertion of a player tracking card to associate a playertracking account with both the EGM 130 and mobile device 110. Inaddition to these preferred methods, alternative methods could includemanual input of an account name/PIN at the EGM 130 or communication overBluetooth or NFC between the EGM and the mobile device 110.

Transactions which may trigger the movement of the session could includea QR scan by the player, which would move the gaming session from amobile device 110 to the EGM 130. As shown in FIG. 22, pressing thecashout button at the EGM 130 would initiate (or prompt) movement of thegaming session from the EGM to the mobile device 110 (i.e., in theopposite direction). As shown in FIG. 23, in the case of a transactionin which a player card is being used, carding out would also promptmovement (i.e., transfer) of the gaming session.

Kiosk Credit Redemption:

As noted above, in some preferred embodiments of the mobiledevice-enhanced system 100, the kiosk may be used to redeem credits ascash or direct funding into an external (bank/credit card) account. Thetransaction flows for these embodiments are shown in FIG. 24 and FIG.25. Specifically, in FIG. 24 the players use their mobile devices 110 toidentify the correct mobile wallet account to the kiosk. In onepreferred embodiment, the players do this by pressing “Redeem ticket” ontheir mobile device 110. This causes a mobile device 110 to display a QRcode which can be scanned by the QR/barcode scanner affixed to thekiosk. Importantly, this transaction corresponds to the redemptionprocess of a conventional physical ticket (which may be redeemed bybeing scanned by the same scanner).

Alternatively, as shown in FIG. 25, if a player has a player trackingcard, the player can insert this card in the kiosk. This allows thekiosk to identify the mobile wallet account and present options to theplayer for withdrawal of cash.

Physical Ticket Acquisition by a Mobile Device:

An additional feature of the mobile device-enhanced system 100 enables aplayer to convert existing physical tickets into mobile wallet funds bythe use of a barcode scanner application built into the mobileapplication. This scanner application uses the rear camera on the mobiledevice 110 to read the barcode on the ticket and deposit the funds intothe mobile wallet account. The physical ticket can then be discarded.

In one embodiment of the mobile device-enhanced system 100, the systemenables players to easily consolidate tickets and also convert ticketsinto funds even after they have left the casino, which is conventionallydifficult. Such funds may be used for online game play, or at a laterdate in the casino without having to keep possession of physicaltickets.

In some embodiments, the mobile device-enhanced system 100 providesfeatures that include: (1) integration with existing ticket printer andbill acceptor infrastructure, (2) handling both player tracked accountsand anonymous players, (3) ease of use for player comfortable with TITO(inserting their phone into a scanner rather than a ticket, similar tothe way supermarket self-serve checkouts or boarding pass terminals atairports may work), (4) not requiring extra peripherals at the EGM(since association is achieved by display of QR code on artwork and onlya software change is needed), and (5) enabling players to fund an EGMfrom their mobile device or vice versa.

Preferred embodiments of the mobile device-enhanced system 100 typicallyinclude: (1) a smartphone or tablet with rear facing camera and networkconnectivity (e.g., WiFi or Broadband), (2) QR code technology as thepreferred visual encoding of identifiers, and (3) a Kiosk with anoptical scanner for reading barcodes/QR codes. Moreover, preferredembodiments of the mobile device-enhanced system 100 typically includestructural and/or operational features such as: (1) use of mobile deviceas a way of transferring funds between multiple EGMs or EGMs and kiosks,(2) conversion of paper tickets into mobile wallet funds, and (3)seamless transfer of funds along with game session.

A preferred embodiment of this gaming system, which includes crossplatform persistent gaming sessions using a mobile device, leveragesexisting mobile “smart phones.” By way of example only, and not by wayof limitation, such smart phones include Apple's iPhone series, Google'sDroid and Nexus One series, Palm's Pre series, and RIM's Blackberryseries of smart phones. Most, if not all, of these smart phones includea built-in camera that can be controlled by software applications.Accordingly, preferred embodiments of this gaming system “move” thecamera from the gaming machine to a smart phone. In more detail, thecomponents that make up the gaming system having cross platformpersistent gaming sessions using a mobile device may be seen in FIGS.10-25.

The captured image is also sent up to the CMS via the secure cellularinternet connection. As an alternative to the use of secure connectionsover the internet, a WiFi local network may also be used if it ispresent in the casino. At the CMS, the image analysis software passesthe self-portrait to the facial recognition system.

In addition to the credentials described above, in another aspect ofsome embodiments, the smart phone itself may be “married” to aparticular user. In such embodiments, in every transaction a uniqueidentifier for the phone may also be transmitted. This identifier is setat the time of installation, and cannot be changed by the technician.Alternatively, the phone's IMEI (International Mobile EquipmentIdentity) number or other cellular identifier may be used.

In addition to a barcode on the exterior of the gaming machine, eachperipheral within the machine may also have a barcode. By scanning thebarcode with the camera on the mobile phone using the mobile phoneapplication, context sensitive help may also be retrieved formaintaining the peripheral, or for determining the asset status orconfiguration of a peripheral.

In such embodiments of the disclosed gaming system, smart phones areutilized that include a built in gyroscope, as well as location trackingtechnology such as a digital compass and a GPS system (GlobalPositioning System). These features enable the accurate position andorientation of the smart phones and its user to be derived.Additionally, some other embodiments of the disclosed gaming system useobject recognition and OCR (Optical character recognition) techniquescombined with location/orientation derivation to provide players incasinos easy ways of finding games, progressive jackpots, particularmachines, and other players of their choice.

In another aspect of some embodiments, gaming systems are utilized thatinclude mobile gaming capabilities. In such embodiments of the disclosedgaming system, smart phones are utilized that include built in objectrecognition technologies and OCR (Optical character recognition)techniques combined with location/orientation derivation to provideplayers in casinos with additional gaming options and opportunities. Inone embodiment of a gaming system that includes mobile gamingcapabilities, the gaming system leverages the possession by players ofsmart phones to enable the manufacturer to build profiles of players andtarget valuable players for promotions of key products of themanufacture.

Continuing, in some embodiments of the gaming system having mobilegaming capabilities, the “Geographic Restrictions” file includes somecombination of cell tower identifier, reverse DNS lookup, and GPSaddress to restrict the eligibility of some bonuses. In another aspectof some embodiments, the “Demographic Restrictions” file includes somebonuses that are available to players in certain demographic groups suchas age-ranges. In still another aspect, the “Time Restrictions” fieldincludes bonuses that may be only available at certain times of the weekor for a fixed length of time.

Referring now to the smart phone application of the gaming system havingmobile gaming capabilities, the smart phone application is comprised ofa number of smaller modules. In some embodiments, the smart phoneapplication has a user interface that interfaces with the Player WebInterface module. This enables the smart phone application to provideperiodic updates with new offers which may be targeted to the player.

An alternative for players who do not have access to a smart phone isthat casinos or bars may be supplied with phones capable of running themobile phone application. In the event of a qualifying win, the playercalls for assistance and has an attendant or bartender performs thephoto verification process.

In some embodiments of the disclosed gaming system, players may usetheir smart phone to take a photo of the machine and obtain access tothe following capabilities: (a) Tournament across venues (e.g., eachplayer signs in, time limited, and the like); (b) take photo of a game(or barcode) to download a mobile application version of the game; (c)obtain a free copy of the mobile game for winning some trivial amount(which ensures players play a game a minimum amount of time); and (d)take a photo of game to see what gaming machine manufacturer offers areavailable.

Some preferred implementations of the disclosed embodiments use (1) asmart phone for the client, (2) any suitable web server forcommunication with the smart phone and registration of players, and (3)OpenCV image analysis software. Additionally, some embodiments providefeatures that include, by way of example only: (1) alternative playertracking, bonusing, and a marketing method for gaming manufacturers, (2)the capabilities to work with existing games without requiring anymodification, and (3) leveraging existing smart mobile phoneinfrastructure. In other aspects, some embodiments provide: (1)detection of a win by image analysis, without any access to game code;(2) detection of fraudulent entries by analysis of symbols displayed,meters on the screen, location and time of image taken; (3) capture ofmultiple images to prevent fraud and also more accurately detect wins;(4) alternative method of determining player value (e.g., using winamounts instead of using coin in); (5) enabling the addition of ad-hoctournaments to existing games; and (6) enabling the targeted marketingof new games for valuable players.

In accordance with one or more embodiments, FIGS. 26 and 27 illustrate agaming machine 400 including cabinet housing 420, primary game display440 upon which a primary game and feature game may be displayed, top box450 which may display multiple progressives that may be won during playof the primary or feature game, player-activated buttons 460, playertracking panel 436, bill/voucher acceptor 480, and one or more speakers490. Cabinet housing 420 is a self-standing unit that is generallyrectangular in shape and may be manufactured with reinforced steel orother rigid materials which are resistant to tampering and vandalism.Cabinet housing 420 houses a processor, circuitry, and software (notshown) for receiving signals from the player-activated buttons 460,operating the games, and transmitting signals to the respective displaysand speakers. Any shaped cabinet may be implemented with any embodimentof gaming machine 400 so long as it provides access to a player forplaying a game. For example, cabinet 420 may comprise a slant-top,bar-top, or table-top style cabinet. The operation of gaming machine 400is described more fully below.

In another aspect of one embodiment, the plurality of player-activatedbuttons 460 may be used for various functions such as, but not limitedto, selecting a wager denomination, selecting a game to be played,selecting a wager amount per game, initiating a game, or cashing outmoney from gaming machine 400. The Buttons 460 functions to inputmechanisms and may include mechanical buttons, electromechanical buttonsor touch screen buttons. Optionally, a handle 485 may be rotated by aplayer to initiate a game.

In other embodiments, buttons 460 may be replaced with various otherinput mechanisms known in the art such as, but not limited to, a touchscreen system, touch pad, track ball, mouse, switches, toggle switches,or other input means used to accept player input. For example, one inputmeans is a universal button module as disclosed in U.S. application Ser.No. 11/106,212, entitled “Universal Button Module,” filed on Apr. 14,2005, which is hereby incorporated in its entirety by reference.Generally, the universal button module provides a dynamic button systemadaptable for use with various games and capable of adjusting to gamingsystems having frequent game changes. More particularly, the universalbutton module may be used in connection with playing a game on a gamingmachine and may be used for such functions as selecting the number ofcredits to bet per hand. In other embodiments, a virtual button deck maybe used to provide similar capabilities. An example of a virtual buttondeck is disclosed in U.S. application Ser. No. 11/938,203, entitled,“Game Related Systems, Methods, and Articles That Combine Virtual andPhysical Elements,” filed on Nov. 9, 2007, which is hereby incorporatedin its entirety by reference.

Cabinet housing 420 may optionally include top box 450 which contains“top glass” 452 comprising advertising or payout information related tothe game or games available on gaming machine 400. Player tracking panel436 includes player tracking card reader 434 and player tracking display432. Voucher printer 430 may be integrated into player tracking panel436 or installed elsewhere in cabinet housing 420 or top box 450.

Game display 440 presents a game of chance wherein a player receives oneor more outcomes from a set of potential outcomes. For example, one suchgame of chance is a video slot machine game. In other aspects of theinvention, gaming machine 400 may present a video or mechanical reelslot machine, a video keno game, a lottery game, a bingo game, a ClassII bingo game, a roulette game, a craps game, a blackjack game, amechanical or video representation of a primary wheel game or the like.

Mechanical or video/mechanical embodiments may include game displayssuch as mechanical reels, wheels, or dice as required to present thegame to the player. In video/mechanical or pure video embodiments, gamedisplay 440 is typically a CRT or a flat-panel display in the form of,but not limited to, liquid crystal, plasma, electroluminescent, vacuumfluorescent, field emission, or any other type of panel display known ordeveloped in the art. Game display 440 may be mounted in either a“portrait” or “landscape” orientation and be of standard or “widescreen”dimensions (i.e., a ratio of one dimension to another of at least 16×9).For example, a widescreen display may be 32 inches wide by 18 inchestall. A widescreen display in a “portrait” orientation may be 32 inchestall by 18 inches wide. FIG. 27 illustrates an example of a portraitmode game display 440 having widescreen dimensions in accordance withone embodiment of the invention. Additionally, game display 440preferably includes a touch screen or touch glass system (not shown) andpresents player interfaces such as, but not limited to, credit meter(not shown), win meter (not shown) and touch screen buttons (not shown).An example of a touch glass system is disclosed in U.S. Pat. No.6,942,571, entitled “Gaming Device with Direction and Speed Control ofMechanical Reels Using Touch Screen,” which is hereby incorporated inits entirety by reference. Furthermore, as described above, game display440 may include transparent portions which cover and may interact withdisplays on mechanical reels, as described in U.S. application Ser. No.12/113,112, entitled, “MECHANICAL REELS WITH INTERACTIVE DISPLAY,” filedon Apr. 30, 2008, which is hereby incorporated in its entirety byreference.

Game display 440 may also present information such as, but not limitedto, player information, advertisements and casino promotions, graphicdisplays, news and sports updates, or may even offer an alternate game.This information may be generated through a host computer networked withgaming machine 400 on its own initiative, or it may be obtained byrequest of the player using either (1) one or more of the plurality ofplayer-activated buttons 460; (2) the game display itself, if gamedisplay 440 comprises a touch screen or similar technology; (3) buttons(not shown) mounted on game display 440 which may permit selections suchas those found on an ATM machine, where legends on the screen areassociated with respective selecting buttons; or (4) any player inputdevice that offers the required functionality.

Cabinet housing 420 incorporates a single game display 440. However, inalternate embodiments, cabinet housing 420 or top box 450 may house oneor more additional displays 453 or components used for various purposesincluding additional game play screens, animated “top glass,”progressive meters or mechanical or electromechanical devices (notshown) such as, but not limited to, wheels, pointers or reels. Theadditional displays may or may not include a touch screen or touch glasssystem.

Referring to FIGS. 28 a and 28 b, electronic gaming machine 501 is shownin accordance with one or more embodiments. Electronic gaming machine501 includes base game integrated circuit board 503 (EGM ProcessorBoard) connected through serial bus line 505 to game monitoring unit(GMU) 507 (such as a Bally MC300 or ACSC NT), and player interfaceintegrated circuit board (PIB) 509 connected to player interface devices511 over bus lines 513, 515, 517, 519, 521, 523. Printer 525 isconnected to PIB 509 and GMU 507 over bus lines 527, 529. EGM ProcessorBoard 503, PIB 509, and GMU 507 connect to Ethernet switch 531 over buslines 533, 535, 537. Ethernet switch 531 connects to a slot managementsystem (SMS) and a casino management system (CMS) network over bus line539. GMU 507 also may connect to the SMS and CMS network over bus line541. Speakers 543 connect through audio mixer 545 and bus lines 547, 549to EGM Processor Board 503 and PIB 509. The proximity and biometricdevices and circuitry may be installed by upgrading a commerciallyavailable PIB 509, such as a Bally iVIEW unit. Coding executed on EGMProcessor Board 503, PID 509, and/or GMU 507 may be upgraded tointegrate a game having an interactive wheel game as is more fullydescribed herein.

Peripherals 551 connect through bus 553 to EGM Processor Board 503. Forexample, a bill/ticket acceptor is typically connected to a gameinput-output board 553 which is, in turn, connected to a conventionalcentral processing unit (“CPU”) board 503, such as an Intel Pentiummicroprocessor mounted on a gaming motherboard. I/O board 553 may beconnected to CPU processor board 503 by a serial connection such asRS-232 or USB or may be attached to the processor by a bus such as, butnot limited to, an ISA bus. The gaming motherboard may be mounted withother conventional components, such as are found on conventionalpersonal computer motherboards, and loaded with a game program which mayinclude a gaming machine operating system (OS), such as a Bally AlphaOS. Processor board 503 executes a game program that causes processorboard 503 to play a game. In one embodiment, the game program provides aslot machine game having an interactive wheel feature game. The variouscomponents and included devices may be installed with conventionallyand/or commercially available components, devices, and circuitry into aconventionally and/or commercially available gaming machine cabinet,examples of which are described above.

When a player has inserted a form of currency such as, for example andwithout limitation, paper currency, coins or tokens, cashless tickets orvouchers, electronic funds transfers or the like into the currencyacceptor, a signal is sent by way of I/O board 553 to processor board503 which, in turn, assigns an appropriate number of credits for play inaccordance with the game program. The player may further control theoperation of the gaming machine by way of other peripherals 551, forexample, to select the amount to wager via electromechanical or touchscreen buttons. The game starts in response to the player operating astart mechanism such as a handle or touch screen icon.

The game program includes a random number generator to provide a displayof randomly selected indicia on one or more displays. In someembodiments, the random number generator may be physically separate fromgaming machine 400. For example, it may be part of a centraldetermination host system which provides random game outcomes to thegame program. Thereafter, the player may or may not interact with thegame through electromechanical or touch screen buttons to change thedisplayed indicia. Finally, processor board 503 under control of thegame program and OS compares the final display of indicia to a paytable. The set of possible game outcomes may include a subset ofoutcomes related to the triggering of a feature game. In the event thedisplayed outcome is a member of this subset, processor board 503, undercontrol of the game program and by way of I/O Board 553, may causefeature game play to be presented on a feature display.

Predetermined payout amounts for certain outcomes, including featuregame outcomes, are stored as part of the game program. Such payoutamounts are, in response to instructions from processor board 503,provided to the player in the form of coins, credits or currency via I/Oboard 553 and a pay mechanism, which may be one or more of a creditmeter, a coin hopper, a voucher printer, an electronic funds transferprotocol or any other payout means known or developed in the art.

In various embodiments, the game program is stored in a memory device(not shown) connected to or mounted on the gaming motherboard. By way ofexample, but not by limitation, such memory devices include externalmemory devices, hard drives, CD-ROMs, DVDs, and flash memory cards. Inan alternative embodiment, the game programs are stored in a remotestorage device. In one embodiment, the remote storage device is housedin a remote server. The gaming machine may access the remote storagedevice via a network connection, including but not limited to, a localarea network connection, a TCP/IP connection, a wireless connection, orany other means for operatively networking components together.Optionally, other data including graphics, sound files and other mediadata for use with the EGM are stored in the same or a separate memorydevice (not shown). Some or all of the game program and its associateddata may be loaded from one memory device into another, for example,from flash memory to random access memory (RAM).

In one or more embodiments, peripherals may be connected to the systemover Ethernet connections directly to the appropriate server or tied tothe system controller inside the EGM using USB, serial or Ethernetconnections. Each of the respective devices may have upgrades to theirfirmware utilizing these connections.

GMU 507 includes an integrated circuit board, a GMU processor, andmemory including coding for network communications, such as the G2S(game-to-system) protocol from the Gaming Standards Association, LasVegas, Nev., used for system communications over the network. As shown,GMU 507 may connect to card reader 555 through bus 557 and may therebyobtain player card information and transmit the information over thenetwork through bus 541. Gaming activity information may be transferredby the EGM Processor Board 503 to GMU 507 where the information may betranslated into a network protocol, such as S2S, for transmission to aserver, such as a player tracking server, where information about aplayer's playing activity may be stored in a designated server database.

PID 509 includes an integrated circuit board, PID processor, and memorywhich includes an operating system, such as Windows CE, a playerinterface program which may be executable by the PID processor togetherwith various input/output (I/O) drivers for respective devices whichconnect to PID 509, such as player interface devices 511, and which mayfurther include various games or game components playable on PID 509 orplayable on a connected network server and PID 509, which is operable asthe player interface. PID 509 connects to card reader 555 through bus523, display 559 through video decoder 561 and bus 521, such as an LVDSor VGA bus.

As part of its programming, the PID processor executes coding to drivedisplay 559 and provides messages and information to a player. Touchscreen circuitry interactively connects display 559 and video decoder561 to PID 509, such that a player may input information and cause theinformation to be transmitted to PID 509 either on the player'sinitiative or responsive to a query by PID 509. Additionally, soft keys565 connect through bus 517 to PID 509 and operates together withdisplay 559 to provide information or queries to a player and receiveresponses or queries from the player. PID 509, in turn, communicatesover the CMS/SMS network through Ethernet switch 531 and busses 535, 539and with respective servers, such as a player tracking server.

Player interface devices 511 are linked into the virtual private networkof the system components in gaming machine 501. The system componentsinclude the iVIEW processing board and game monitoring unit (GMU)processing board. These system components may connect over a network tothe slot management system (such as a commercially-available BallySDS/SMS) and/or casino management system (such as acommercially-available Bally CMP/CMS).

The GMU system component has a connection to the base game through aserial SAS connection and is connected to various servers using, forexample, HTTPs over Ethernet. Through this connection, firmware, media,operating system software, or gaming machine configurations can bedownloaded to the system components from the servers. This data isauthenticated prior to installation on the system components.

The system components include the iVIEW processing board and gamemonitoring unit (GMU) processing board. The GMU and iVIEW (or otherplayer tracking unit) can be combined into one like the commerciallyavailable Bally GTM iVIEW device. This device may have a video mixingtechnology to mix the EGM processor's video signals with the iVIEWdisplay onto the top box monitor or any monitor on the gaming device.

In accordance with one or more embodiments, FIG. 29 is a functionalblock diagram of a gaming kernel 600 of a game program under control ofprocessor board 503, using gaming kernel 600 by calling it intoapplication programming interface (API) 602, which is part of gamemanager 603. The components of game kernel 600, as shown in FIG. 29, areonly illustrative and should not be considered limiting. For example,the number of managers may be changed, additional managers may be addedor some managers may be removed without deviating from the scope andspirit of the invention.

As shown in the example, there are three layers: a hardware layer 605;an operating system layer 610, such as, but not limited to, Linux; and agame kernel layer 600 having game manager 603 therein. In one or moreembodiments, the use of a standard operating system 610, such as aUNIX-based or Windows-based operating system, allows game developersinterfacing to the gaming kernel to use any of a number of standarddevelopment tools and environments available for the operating systems.This is in contrast to the use of proprietary, low-level interfaceswhich may require significant time and engineering investments for eachgame upgrade, hardware upgrade, or feature upgrade. The game kernellayer 600 executes at the user level of the operating system 610, anditself contains a major component called the I/O Board Server 615. Toproperly set the bounds of game application software (making integritychecking easier), all game applications interact with gaming kernel 600using a single API 602 in game manager 603. This enables gameapplications to make use of a well-defined, consistent interface, aswell as making access points to gaming kernel 600 controlled, whereoverall access is controlled using separate processes.

For example, game manager 603 parses an incoming command stream and,when a command dealing with I/O comes in (arrow 604), the command issent to an applicable library routine 612. Library routine 612 decideswhat it needs from a device, and sends commands to I/O Board Server 615(see arrow 608). A few specific drivers remain in operating system 610'skernel, shown as those below line 606. These are built-in, primitive, orprivileged drivers that are (i) general, (ii) kept to a minimum, and(iii) easier to leave than extract. In such cases, the low-levelcommunications are handled within operating system 610, and the contentsare passed to library routines 612.

Thus, in a few cases, library routines may interact with drivers insideoperating system 610, which is why arrow 608 is shown as having threedirections (between library utilities 612 and I/O Board Server 615, orbetween library utilities 612 and certain drivers in operating system610). No matter which path is taken, the logic needed to work with eachdevice is coded into modules in the user layer of the diagram. Operatingsystem 610 is kept as simple, stripped down, and common across as manyhardware platforms as possible. The library utilities and user-leveldrivers change as dictated by the game cabinet or game machine in whichit will run. Thus, each game cabinet or game machine may have anindustry standard processor board 505 connected to a unique, relativelydumb, and as inexpensive as possible I/O adapter board 540, plus agaming kernel 600 which will have the game-machine-unique libraryroutines and I/O Board Server 615 components needed to enable gameapplications to interact with the gaming machine cabinet. Note thatthese differences are invisible to the game application software withthe exception of certain functional differences (i.e., if a gamingcabinet has stereo sound, the game application will be able to make useof API 602 to use the capability over that of a cabinet havingtraditional monaural sound).

Game manager 603 provides an interface into game kernel 600, providingconsistent, predictable, and backwards-compatible calling methods,syntax, and capabilities by way of game application API 602. Thisenables the game developer to be free of dealing directly with thehardware, including the freedom to not have to deal with low-leveldrivers as well as the freedom to not have to program lower-levelmanagers 630, although lower-level managers 630 may be accessiblethrough game manager 603's interface 602 if a programmer has the need.In addition to the freedom derived from not having to deal with thehardware level drivers and the freedom of having consistent, callable,object-oriented interfaces to software managers of those components(drivers), game manager 603 provides access to a set of upper levelmanagers 620 also having the advantages of consistent callable,object-oriented interfaces, and further providing the types and kinds ofbase functionality required in casino-type games. Game manager 603,providing all the advantages of its consistent and richly functionalinterface 602 as supported by the rest of game kernel 600, thus providesa game developer with a multitude of advantages.

Game manager 603 may have several objects within itself, including aninitialization object (not shown). The initialization object performsthe initialization of the entire game machine, including other objects,after game manager 603 has started its internal objects and servers inappropriate order. In order to carry out this function, the kernel'sconfiguration manager 621 is among the first objects to be started. Theconfiguration manager 621 has the data needed to initialize andcorrectly configure other objects or servers.

The upper level managers 620 of game kernel 600 may include game eventlog manager 622 which provides, at the least, a logging or logger baseclass, enabling other logging objects to be derived from this baseobject. The logger object is a generic logger. Otherwise stated, thelogger object is not aware of the contents of logged messages andevents. The log manager's (622) job is to log events in non-volatileevent log space. The size of the space may be fixed, although the sizeof the logged event is typically not. When the event space or log spacefills up, one embodiment deletes the oldest logged event (each loggedevent has a time/date stamp, as well as other needed information such aslength), providing space to record the new event. In this embodiment,the most recent events are found in the log space, regardless of theirrelative importance. Further provided is the capability to read thestored logs for event review.

In accordance with one embodiment, meter manager 623 manages the variousmeters embodied in the game kernel 600. This includes the accountinginformation for the game machine and game play. There are hard meters(counters) and soft meters. The soft meters may be stored innon-volatile storage such as non-volatile battery-backed RAM to preventloss. Further, a backup copy of the soft meters may be stored in aseparate non-volatile storage such as EEPROM. In one embodiment, metermanager 623 receives its initialization data for the meters, duringstartup, from configuration manager 621. While running, the cash-in(624) and cash-out (625) managers call the meter manager's (623) updatefunctions to update the meters. Meter manager 623 will, on occasion,create backup copies of the soft meters by storing the soft meters'readings in EEPROM. This is accomplished by calling and using EEPROMmanager 631.

In accordance with still other embodiments, progressive manager 626manages progressive games playable from the game machine. Event manager627 is generic, like log manager 622, and is used to manage variousgaming machine events. Focus manager 628 correlates which process hascontrol of various focus items. Tilt manager 632 is an object thatreceives a list of errors (if any) from configuration manager 621 atinitialization, and during game play from processes, managers, drivers,and the like, that may generate errors. A random number generatormanager 629 is provided to allow easy programming access to a randomnumber generator (RNG), as an (RNG) is required in virtually allcasino-style (gambling) games. The RNG manager 629 includes thecapability of using multiple seeds.

In accordance with one or more embodiments, a credit manager object (notshown) manages the current state of credits (cash value or cashequivalent) in the game machine, including any available winnings, andfurther provides denomination conversion services. Cash out manager 625has the responsibility of configuring and managing monetary outputdevices. During initialization, cash out manager 625, using data fromconfiguration manager 621, sets the cash-out devices correctly andselects any selectable cash-out denominations. During play, a gameapplication may post a cash-out event through the event manager 627 (thesame way all events are handled), and using a call-back posted bycash-out manager 625, and cash-out manager 625 is informed of the event.Cash-out manager 625 updates the credit object, updates its state innon-volatile memory, and sends an appropriate control message to thedevice manager that corresponds to the dispensing device. As the devicedispenses dispensable media, there typically are event messages beingsent back and forth between the device and cash-out manager 625 untilthe dispensing finishes. After the dispensing finishes, the cash-outmanager 625, having updated the credit manager and any other game state(such as some associated with meter manager 623) that needs to beupdated for this set of actions, sends a cash out completion event toevent manager 627 and to the game application thereby. The cash inmanager 624 functions similarly to cash out manager 625, addressingrequirements for controlling, interfacing, and managing actionsassociated with cashing in events, cash in devices, and associatedmeters and crediting.

In a further example, in accordance with one or more embodiments, I/Oserver 615 may write data to the gaming machine EEPROM memory, which islocated in the gaming machine cabinet and holds meter storage that mustbe kept even in the event of power failure. Game manager 603 calls theI/O library functions to write data to the EEPROM. The I/O server 615receives the request and starts a low priority EEPROM thread 616 withinI/O server 615 to write the data. This thread uses a sequence of an8-bit command, and data writes to the EEPROM device to write theappropriate data in the proper location within the device. Any errorsdetected are sent as IPC messages to game manager 603. Preferably, allof this processing is asynchronously performed.

In accordance with one embodiment, button module 617 within I/O server615, polls (or is sent) the state of buttons every two milliseconds.These inputs are debounced by keeping a history of input samples.Certain sequences of samples are required to detect a button waspressed, in which case the I/O server 615 sends an inter-processcommunication event to game manager 603 that a button was pressed orreleased. In some embodiments, the gaming machine may have intelligentlydistributed I/O which debounces the buttons, in which case button module617 may be able to communicate with the remote intelligent buttonprocessor to retrieve the button events and simply relay them to gamemanager 603 via IPC messages. In still another embodiment, the I/Olibrary may be used for pay-out requests from the game application. Forexample, hopper module 618 must start the hopper motor, constantlymonitoring the coin sensing lines of the hopper, debounce them, and sendan IPC message to the game manager 603 when each coin is paid.

Further details, including disclosure of lower level fault handlingand/or processing, are included in U.S. Pat. No. 7,351,151 entitled“Gaming Board Set and Gaming Kernel for Game Cabinets” and provisionalU.S. patent application No. 60/313,743, entitled “Form Fitting UpgradeBoard Set For Existing Game Cabinets,” filed Aug. 20, 2001; said patentand provisional application are both fully incorporated herein in theirentirety by explicit reference.

Referring to FIGS. 30 a and 30 b, enterprise gaming system 701 is shownin accordance with one or more embodiments. Enterprise gaming system 701may include one casino or multiple locations and generally includes anetwork of gaming machines 703, floor management system (SMS) 705, andcasino management system (CMS) 707. SMS 705 may include load balancer711, network services servers 713, player interface (iVIEW) contentservers 715, certificate services server 717, floor radio dispatchreceiver/transmitters (RDC) 719, floor transaction servers 721 and gameengines 723, each of which may connect over network bus 725 to gamingmachines 703. CMS 707 may include location tracking server 731, WRGRTCEM server 733, data warehouse server 735, player tracking server 737,biometric server 739, analysis services server 741, third partyinterface server 743, slot accounting server 745, floor accountingserver 747, progressives server 749, promo control server 751, bonusgame (such as Bally Live Rewards) server 753, download control server755, player history database 757, configuration management server 759,browser manager 761, tournament engine server 763 connecting through bus765 to server host 767 and gaming machines 703.

The various servers and gaming machines 703 may connect to the networkwith various conventional network connections (such as, for example,USB, serial, parallel, RS485, and Ethernet). Additional servers whichmay be incorporated with CMS 707 include a responsible gaming limitserver (not shown), advertisement server (not shown), and a controlstation server (not shown) where an operator or authorized personnel mayselect options and input new programming to adjust each of therespective servers and gaming machines 703. SMS 705 may also haveadditional servers including a control station (not shown) through whichauthorized personnel may select options, modify programming, and obtainreports of the connected servers and devices, and obtain reports. Thevarious CMS and SMS servers are descriptively entitled to reflect thefunctional executable programming stored thereon and the nature ofdatabases is maintained and utilized in performing their respectivefunctions.

Gaming machines 703 include various peripheral components that may beconnected with USB, serial, parallel, RS-485 or Ethernetdevices/architectures to the system components within the respectivegaming machine. The GMU has a connection to the base game through aserial SAS connection. The system components in the gaming cabinet maybe connected to the servers using HTTPs or G2S over Ethernet. Using CMS707 and/or SMS 305 servers and devices, firmware, media, operatingsystems, and configurations may be downloaded to the system componentsof respective gaming machines for upgrading or managing floor contentand offerings in accordance with operator selections or automaticallydepending upon CMS 707 and SMS 705 master programming. The data andprogramming updates to gaming machines 703 are authenticated usingconventional techniques prior to installation on the system components.

In various embodiments, any of the gaming machines 703 may be amechanical reel spinning slot machine, video slot machine, video pokermachine, video bingo machine, keno machine, or a gaming machine offeringone or more of the above-described games including an interactive wheelfeature. Alternately, gaming machines 703 may provide a game with anaccumulation-style feature game as one of a set of multiple primarygames selected for play by a random number generator, as describedabove. A gaming system of the type described above also allows aplurality of games in accordance with the various embodiments of theinvention to be linked under the control of a group game server (notshown) for cooperative or competitive play in a particular area,carousel, casino or between casinos located in geographically separateareas. For example, one or more examples of group games under thecontrol of a group game server are disclosed in U.S. application Ser.No. 11/938,079, entitled “Networked System and Method for Group Gaming,”filed on Nov. 9, 2007, which is hereby incorporated by reference in itsentirety for all purposes.

Remote Control Device Management

By way of example, and not by limitation, the present invention may beimplemented or promoted by or through a system as suggested in FIG. 38.At 801 is the gaming enterprise system which may be hosted at a casinoproperty enterprise, across several casino enterprises or by a thirdparty host. The gaming enterprise system 801 has a network communicationbus 765 providing for communication between the gaming machines orgaming devices 703 and various servers as described above with respectto FIGS. 30A,B. To provide the functionality illustrated in FIG. 38, afeature server 800, such as a Bally Elite Bonusing Server, is connectedto the network communication bus 765 for communication to the gamingsystem 801, the gaming devices 703 and the various servers and otherdevices as described above. Through a secure network firewall 802 thefeature server 800 is in communication with a cloud computing/storageservice 814 which may be hosted by the casino enterprise, a licensedthird party or if permitted by gaming regulators an unlicensed provider.For example, the cloud service 814 may be as provided by Microsoft®Private Cloud Solutions offered by Microsoft Corp. of Redmond, Wash.,USA. The cloud service 814 provides various applications which can beaccessed and delivered to, for example, personal computers 806, portablecomputing devices such as computer tablets 808, personal digitalassistants (PDAs) 810 and cellular devices such as telephones and smartphones 812. For example, the cloud service 814 may provide and supportthe enterprise applications in association with the feature server 800.The cloud service 813 may also facilitate the delivery of content touser/players by supporting updates and advertising through theenterprise applications to the remote device user/player. The cloudservice 814 includes security for secure communication with the cloudservice 814 between the player/users and the cloud service 814 andbetween the cloud service 814 and the gaming enterprise system 801.Security applications may be through encryption, the use of personalidentification numbers (PINS), biometric identification, locationdetermination, or other devices and systems. As suggested in FIG. 38 thecloud service 815 stores or accesses player/user data retrieved fromplayers and from the gaming enterprise system 801 and feature server800.

The players may access the cloud service 814 and the applications anddata provided thereby through the Internet or through broadband wirelesscellular communication systems and any intervening sort range wirelesscommunication such as WiFi. The players may access the applications anddata through various social media offerings such as Facebook, Twitter,Yelp, MySpace, LinkedIn, or the like.

The cloud service 814 may also host game applications to provide virtualinstances of games and features, such as described herein, for free,promotional, or where permitted, P2P (Pay to Play) supported gaming.Third party developers may also have access to placing applications withthe cloud service 814 through, for example a national operations center(Bally NOC 504). A game software manufacturer such as Bally Gaming, Inc.may also provide game applications on its own or on behalf of the casinoenterprise.

Other media such as advertising, notices (such as an upcomingtournament) promotions and surveys may also be provided to and throughthe cloud service 814. When a player accesses the cloud service 814certain media may be delivered to the player in a manner formatted fortheir application and device.

The cloud service 814 enables the casino enterprise to provide basegames and features and to market to and foster player loyalty. To drivesuch interaction various incentive programs may be employed including,as described above, users earning or being awarded mystery game chanceswhich may be redeemed at their next visit to the casino enterprise or,where permitted, during play on their remote devices.

According to one embodiment of the present invention, a player ispermitted to associate a mobile device such as a table or mini-tabletcomputer, smart phone, laptop computer or other mobile computing devicewith a selected gaming device 703 for the purpose of migrating or movingthe game play from the gaming device 703 to play on the mobile device.The mobile device may be provided by the host casino enterprise or maybe the player's own device. With this remote game play feature theplayer may transfer their game, as played on the physical gaming device703 (or a facsimile), to their mobile device to play, for example, inanother area such as from a non-smoking area of the casino to a smokingarea. The player may, through their mobile device, make wagers, promptplay, and receive game outcomes derived by the processor(s) of thegaming device 703 and delivered through the network to the mobiledevice. Meters at the gaming device 703 may be maintained to the degreerequired and are copied to the mobile device.

Embodiments of Remote Control Gaming

By way of example, the components involved in a remote control gamingsystem are shown in FIG. 39. This system includes a remote controlgaming client (“RCG client”) 816, a remote control gaming server (“RCGserver”) 818, and a gaming machine (EGM) 820. In one embodiment, thegaming machine 820 acts as a streaming host and streams the game contentto the RCG client over TCP/UDP. The gaming machine 820 may use RTSP(real time streaming protocol) on the streaming channel and touch inputsfrom the RCG client 816 may be transferred to the gaming machine 820. Inone embodiment, the RCG server may be responsible for the gaming machineand the RCG client registration, authentication, authorization andsession management, logging and managing player's identity on the remotedevice, and management of the RCG client. The RCG client 816 will act asthe streaming client and after an initial approval from the RCG serverand successful pairing with the gaming machine 820, the RCG client willcommunicate touch inputs to the gaming machine.

In one embodiment, a system for enabling a safe streaming mode for aplayer to confidently leave a gaming machine while playing thecorresponding game on his or her secondary computing device is shown inFIG. 40. In order to support remote control gaming, Bally's Alpha OS maybe modified to handle remote gaming sessions and a streaming host isadded to the gaming machine. As shown in FIG. 40, the connectionsbetween the gaming machine 820 and the RCG server 818 and between theRCG server and the RCG client 816 are on secure channels. There are alsotwo channels between the gaming machine and the RCG client, a firstchannel 822 for streaming (UDP or TCP) and a second channel 824 fortouch and event communication (TCP). Touch inputs may be passed frommedia streamer client 816 and to the game manager for processing. Thefirst channel 822 for streaming may be configured for either TCP or UDPand may be dedicated to stream only content. At this application level,logic, touch, or any other messaging shall be handled in this layer. Inone embodiment the first channel 822 is left non-secure to optimizeperformance. In this embodiment, the first channel 822 can only view thestreaming content and fraudulent activity will not be able to impact thebehaviour of gaming machine or remote device. However, in otherembodiments the first channel may be secured.

Still referring to FIG. 40, media streamer 826 acts as the streamingprocess and real time streaming protocol (RTSP) protocol may be used forstreaming in one embodiment. The design is not restricted to anyspecific protocol, and other protocols like HLS may be used. Mediastreamer may abstract software and hardware encoding. To support soundencoding, sound server 828 may be modified to pass buffers to mediastreamer 826. Surround sound games may also be supported so direct ALSAsound inputs may not be used.

During a remote control gaming session, the physical spin button on thegaming machine may be emulated using a “spin sprite” that can bestreamed from the server. Also, in one embodiment, the IDeck window maybe scaled to accommodate the spin sprite button, which will allowhandling snap reels and two step spin jurisdiction requirements.Further, all game buttons, including number of lines and lines per betwill function the same during the remote play. The game manager may bemodified for operator menu changes and new remote gaming session eventhistory additions in the operator menu. The RCG session event historywill track the start date and time of the remote gaming session and thegame play recall screen may mark game play records as remote game plays.More specifically, the entire remote gaming session may be traceable atall three component levels. The gaming machine remote gaming sessionhistory details may be stored in the gaming machine operator menusection under the gaming machines critical data section. Similar historyalso may be stored for RCG client and RCG server.

As discussed above, fund transfers, cash outs, jackpot processing(requiring operator attendant intervention), and any other moneytransaction may be disabled during a remote gaming session. However, asdiscussed above in other embodiments, these money transaction featuresmay be temporarily enabled by the player during remote gaming. Also, asdiscussed above the gaming machine 820 may only allow one active remoteclient at time. Further, the remote gaming session may terminate and amessage may be shown on mobile device and gaming machine that the remotesession has ended when any of the following occur: any win over CreditLimit to Voucher, Funds Transfer, Hopper, and Hand Pay; jackpot handpays; insufficient credits to continue game play; player leavesdesignated gaming area; attendant key is turned; any door on the gamingmachine is opened; any tilt condition occurs on the gaming machine; orany cabinet or game disable commands are sent from the host. The remotegaming session may be terminated for any other reason.

To start a remote gaming session in one embodiment, a player may press aservice button, or the like, at the gaming machine. This will bring up amenu at the gaming machine allowing the player to select “Play RemoteGaming Session” or the standard option of sending a service request.Once the player selects “Play Remote Gaming Session”, the gaming machinewill display another screen revealing a unique QR code 832 associatedwith the gaming machine as shown in FIG. 41A. The player then scans theQR code on the gaming machine using the camera built into the mobiledevice. The RCG Client will prompt the player to enter a PIN in box 832that will be active for the session. The QR code and this PIN is passedto the RCG server which contacts the gaming machine and asks it toconfirm that the request for remote control is valid. The gaming machinedisplays a confirmation dialog and waits for a touch from the player orattendant before responding with a confirmation or denial. If no touchis present within a set timeout, the remote connection is denied. Thepurpose of the above process is to ensure that the player making theremote request is actually in control of the gaming machine. Thisprevents spoofing by copying the QR code and using it elsewhere. Aunique bar code or other indicia may also be scanned by the player'smobile device instead of a QR code.

If the gaming machine is rebooted during an active remote gamingsession, a handshake with the RCG Server may re-initialize the remotegaming session, and the gaming machine may re-initialize the streamingclient connection. If an error occurs on the gaming machine, the remotegaming session will be disconnected and a default message may bedisplayed on the remote device.

To end a remote gaming session in one embodiment, the player may press a“Service” button, or the like, on the mobile device. This may bring up amenu on the mobile device allowing the player to send a standard servicerequest (“Call Attendant”) or “End Remote Gaming Session”. The requestmay be sent to the RCG server where the generation of a uniqueverification number that may be passed to both of the paired devices(RCG Client mobile device and the gaming machine). The gaming machinemay bring up a screen displaying the unique number with the button“Request End Session”. The player may select the “Request End Session”button and may be shown the QR Code 830 on the gaming machine as shownin FIG. 41B. The player will scan the QR code with the mobile device andenter the PIN number in box 832 used at the start of the remote gamingsession. The PIN number is entered on the gaming machine. Theinformation will be verified by the RCG Server and the session will beended. The gaming machine will return to normal play mode. As statedabove, a unique bar code or other indicia may also be scanned by theplayer's mobile device instead of a QR code.

RCG Server

By example only and not by way of limitation, the RCG server 818 may runon a Windows 2008 Server using the latest service pack. The applicationsmay be written using the C# language on the .Net 4.5 framework. The datamay be stored on Microsoft's SQL Server 2008 using the latest servicepack. The SQL reporting services component may be used for all reports.The RCG server 818 may include an RCG service application. Thisapplication is a Windows service that will open up a TCP socket forclient applications to connect to for sending and receiving messages.Internally, each message received may be passed onto a separate workerthread for processing. The RCG server may also include an RCG Dashboardapplication. The RCG Dashboard application is an administrative consoleapplication that may be used by authorized personnel for managingdevices, users, and system configuration. It may also contain a set ofreports used for auditing purposes. Further, the RCG server may includean RCG Watchdog application. The RCG Watchdog application is anapplication whose sole purpose is to ensure that the RCG service isrunning and report on any event that has resulted in the failure of thatservice.

One embodiment of a deployment model for separating the server thatmanages the remote gaming sessions and the server that hosts thedashboard, reporting services, and databases are shown in FIGS. 42A and42B. As shown in the figures, the RCG server is separated into an RCGSession Server 834, which includes the Watchdog application and Windowsservices, and a RCG Reporting Server 836, which includes an activedatabase 838 and an archived database 840.

As shown in FIG. 42A, the RCG Windows service is organized intoconnection management, session management, core services/business logic,and data access layer. The connection management is a sub-component thatmanages client connections using the RCG service. As messages arereceived, they are delegated to worker threads for processing. Thesession management is a sub-component for maintaining the states of allthe active remote gaming sessions. Core services/business logic areencapsulated and utilized by the management components. These coreservices may include: device authentication, device pairing validation,application logging, configuration management, event notificationprocessing, and data archiving. The data access layer is a layer ofabstraction components use as data needs to be accessed from andpersisted to the database.

Another application of the RCG server is the RCG dashboard. By way ofexample only, the RCG dashboard is a web-based application than can runon standard browsers that support Cascading Style Sheets (CSS) andJavascript. It may be developed on the Microsoft .NET 4.0 frameworkhosted by the Microsoft IIS Web Server. It may adhere to the MVC 4design pattern with Razor Views. The RCG dashboard may haveinternationalization and localization support. The following four mainsections may be provided for: System Configuration, Active RemoteSession Management, Reporting, and the ability to start and stop the RCGservice. FIG. 43 depicts an example screen of the gaming machine (EGM)configuration screen in the right-side pane, selected under theConfiguration Menu shown in the left-side pane.

By way of example only, the RCG client 816 may be written in Java, usingthe latest Android Development SDK. The target version is the latestversion released for Android 4.3. The RCG Client may maintain a TCPconnection with the RCG Server and registers. The RCG client 816 mayauthenticate and connect to an available WiFi network, and create asecure channel using the WiFi network to the RCG server. Also, the RCGclient may receive configuration settings from the server upon receiptof a register device request and periodically when system configurationsettings have changed. The RCG client 816 may send a pairing request tothe RCG server 818 when a player desires to play the game remotely. Thesequence is initiated when the player takes a snapshot of a QR codedisplayed at the gaming machine as described above with reference toFIG. 41A. In addition the RCG client creates a streaming channel (RTSP)with the gaming machine for receiving the video stream outputted fromthe corresponding game and creates a secure channel (TCP) for passingtouch inputs back to the gaming machine for game processing. Withvalidation being made at the RCG server, the RCG client preventsunauthorized usage using credentials from the player and employee. Inone embodiment, the RCG client provides a geo fence based onconfigurable location boundary parameters at the server. The geo fenceis used to prevent the player from “drifting” out of range of thedesignated usage areas. If the player does cross the geo fence andoutside of an area designated for remote gaming, then the remote gamingsession may be paused until the player returns to the designated remotegaming area inside the geo fence. The gaming session may also beterminated if the player crosses the geo fence and leaves the designatedarea. In addition, the RCG client may maintain an audit log of thesession recording any significant events, along with touch inputsentered by the player, and may provide an ability to review currentsession logging to help resolve player disputes. The RCG client alsonotifies the RCG server of any significant events. Further, the RCGclient may display warning messages to players when approaching wirelessboundaries, and may display warning messages of low battery usage toallow players enough time to complete the session on the mobile devicebefore its battery power is depleted.

Security

In one embodiment, security of the system includes a 3-tiered networktopology for a high-speed network floor as depicted in FIG. 44. Asshown, the network may include core 842, distribution 844, and access846 layers. The core layer 842 is the central location of the gamingnetwork and where the services reside. For remote control gaming, thecore layer includes the servers for the RCG Server and RCG Database.Firewalls may be used to control access to the core layer directlyconnected to the gaming core switches.

The core layer 842 may include Wireless Access Points (WAPs) 847 outsideof the firewall and connected to a router 848 as shown in FIG. 45. Thisconnection may be made through a VPN tunnel 850. Communication from theRCG client (mobile device) 816 directed to the RCG server 818 may berouted through a router 852 within the gaming network. Communicationfrom the RCG client 816 to the gaming machine (EGM) 820 will also berouted to the gaming machine through the use of connected routers at theother layers of the network. Use of the VPN tunnel from the WAPs to therouters should ensure a secure channel.

To improve physical security of the system in one embodiment, the WAPs847 may be located in a secure, access-controlled environment, and onlyauthorized personnel should have access to the devices. Further, allmobile devices for use in the remote gaming system may be provided bythe casino. For security reasons, the mobile devices or tablets may behanded out to players as dictated by the security policy of the casino.In one embodiment, the mobile devices may contain only softwareinstalled by authorized personnel and may not contain any un-approvedsoftware. Additional security mechanisms such as Intrusion Detection andIntrusion Prevention software may be installed on the mobile devices.Theft prevention devices may be attached to the mobile devices. In otherembodiments, however, players may be required to bring their own mobiledevice for remote game play.

In one embodiment, the WAPs 847 may be connected to a network router orbridge outside of the casino's private network firewall. The Service SetIdentifier (SSID) for all access points will be obfuscated. Further,communication between the mobile device 816 and the WAP 847 may beauthenticated through the use of digital certificates to improve networksecurity. Encryption and authentication for the wireless network may usethe Wifi Protected Access (WPA2) for authentication.

To increase access security, the mobile device 816 may add additionaluser authentication through the use of a PIN to ensure authenticatedaccess of the device. Authentication is accomplished at the RCG server818. In one embodiment, the mobile device may connect to the WAP 847using secure credentials. In this embodiment, only authorized personnelmay have access to RCG dashboard, including any administrative functions(such as system configuration changes). All changes to the system (i.e.,RCG server) will be logged by the system including the person making thechange, a description of what was changed, the value of the elementbefore the change, the value of the element after the change, and thedata and time when the change was made.

Also to improve security, message communication between the RCG client816 and the RCG server 818 may use TLS encryption over TCP channel.Message communication between the RCG client mobile device and thegaming machine (EGM) also may use TLS encryption over TCP channel fortouch inputs and event passing. Further, all sensitive data, includingPINs, may be encrypted within the message before the entire message isencrypted using a standard encryption algorithm, such as MD-5 SHA-1 hashalgorithm. It should be understood that the system may include othersuitable security protocols.

In one embodiment, sensitive data that is stored may be encrypted andremain encrypted before being written to the database. In thisembodiment, only approved personnel following the casino's internalcontrols may be able to acquire direct access to the database. Also,sensitive data will not be stored on the mobile device or tablet.Further, session data on the mobile device may be deleted from themobile device (RCG client) when the session has ended and the logs havebeen successfully sent to the RCG server.

To further mitigate the risk of tampering, in one embodiment, only‘dumb’ H264 streamed content may be sent from the gaming device 820 tothe RCG client 816 and only raw x/y touch positions may be sent back tothe gaming machine. Subverting the mobile device application has limitedappeal as it only allows modifying the H264 display, which can easily bechecked against the gaming machine that shows unmodified game output.Any difference could signal tampering with the system. However, there isstill the small risk that a criminal could modify the RCG client (mobiledevice) such that it might capture login information for operators orplayers. Thus, in one embodiment, an aggressive wipe/provision processand key management system may be used. First, the mobile device may beprovisioned in a kiosk mode, and no access will be possible to thesettings or package installation. In addition, no modification will bepossible by an unauthorized user. Second, under current Android securitymodels, to obtain root access, which is necessary to install anysoftware that could subvert an application, a mobile device must bepowered down, reset, and wiped by the Android boot system. While thewipe offers some protection, there are workarounds that sophisticatedhackers could use involving the mobile device's recovery mode. In anyevent, the mobile device must be rebooted to take advantage of suchworkarounds. Therefore, the casino may monitor any reboot of the mobiledevice by session interruptions, and the mobile device may be preventedfrom returning to a session after reboot. In this embodiment, it may berequired that the mobile device be returned to the casino operator.After a mobile device has been handed to the casino operator in arebooted state, it may be compromised. Thus, in one embodiment, themobile device may be taken offline by the casino operator and putthrough a provisioning process that may consist of rebooting the mobiledevice, wiping it, installing the system software image, andre-registering the mobile device with the RCG server. This process maybe automated through an application. In this scenario, a playerreturning a rebooted mobile device may be given an alternate mobiledevice to continue remote control gaming play.

The example security protocol described above may prevent any modifiedmobile device from still operating, and still, a further layer ofsecurity may also be implemented in one embodiment to prevent the use ofthe mobile device as a starting point for an attack on the gamingmachine network. In one example, the mobile device application contactsthe RCG server 818 over WiFi to retrieve a list of valid WiFi accesspoints and pre-shared keys for communication with the gaming machine(EGM) network. This list may be prevented from being written tonon-volatile storage on the mobile device. Furthermore, the initial WiFiconnection to the RCG server may require a pre-shared key. This key alsomay never be written to non-volatile storage on the mobile device andmust be supplied at every reboot. In order to make this key difficult toobtain, the key may be stored on a PIN protected NFC tag that the mobiledevice must be touched against on reboot. The tag may be located in asecure area away from players where only authorized personnel canaccess. The effect of this type of security is that if a hacker were towalk away with a mobile device, the hacker would not be able to obtain akey to provide access to the RCG server or gaming network. Again, itshould be understood that other security protocols could be used withthe system.

Wireless Communication

In one embodiment, the network may provide for several degrees ofwireless communication with the mobile device. Certain area of a gamingvenue may be prohibited from gaming activities such as areas whereunderage persons are present whereas other areas such as, for example, asmoking area or the casino floor or a bar within the casino areauthorized for gaming. Further, a casino enterprise may wish to excludeareas from gaming to prevent patrons from leaving withenterprise-provided mobile devices. These wireless areas or hotspots aredefined by wireless stations, e.g. WiFi stations that are divided intotwo classes—a session-only class and a streaming capable class. When themobile device is in an area where the near field transceiver is arrangedaccording to the sessions-only class, live, streaming gaming may not beconducted. The mobile device may display a message informing the playerthat they must move to another location. In one embodiment, a map orother information may be provided to lead the player to a permittedarea. While the mobile device is in the second-class area live streamingof gaming may take place. In session-only areas the near fieldtransceivers need not handle streaming data and their broadcast andreceiving range may be larger (and hence the transceivers may be spacedfurther apart) than the streaming capable class of transceivers sincefull bandwidth is not required. The streaming class of the transceiversin permitted areas may be closer together since full bandwidth may beconsumed.

In regards to the foregoing the near field wireless transceivers can beused to determine the location of the mobile device. A globalpositioning system (GPS) found in many mobile devices may also be used.

FIG. 46 depicts an example casino floor operating one embodiment of thepresent invention. In this example, each WiFi base station isrepresented by a circle that encompasses an area in which it can beconnected to, which assumes that the area of coverage of a WiFi basestation extends a uniform distance from the radio transmitter. Oneskilled in the art would understand that this circular representation isonly partially true since radio signals are attenuated by walls morethan air. The further a receiver is from a transmitter, the weaker theWiFi signal, which leads to lower data rates. For streaming applicationssuch as this, significant bandwidth is required for each client, about 5megabits per second is a reasonable estimate. FIG. 47 depictstheoretical performance data for 802.11g WiFi. In order to sustain atheoretical maximum of 54 megabits indoors, the chart in FIG. 47 showsthat the maximum range is 27 meters. In comparison, the charts depictsthat a much smaller bandwidth of 2 megabits can be transferred over 100meters.

Based on experience, it may be reasonable to expect full bandwidth forstreaming game play to only be available within 10-15 meters of atransmitter, and this would mean that to supply a casino with enoughtransmitters to cover the whole of the gaming floor could be costprohibitive. Such a saturation of transmitters also leads to otherproblems as each radio interferes with the others, leading to reducedthroughput. In one embodiment, the WiFi base stations are separated intotwo classes, a stream capable station 860 and a session-only capablestation 862. When associated with a stream capable base station, themobile device can stream game content, but when associated with asession-only base station, the mobile device will instead inform theuser that they must move to a stream enabled area to activate streaming.As shown in FIG. 46, the stream capable stations 860 are located inareas near the gaming floor of the casino, e.g., in a bar area oroutdoor gaming area. However, the stream capable stations 860 may belocated in location in or near the casino. Also, FIG. 46 shows thesession-only capable station 862 to be located on the gaming floor ofthe casino.

In one embodiment, gaming machines (EGMs) 864 hosting games that are tobe streamed will be located within the session-only area of the casino.This would allow a player or operator to easily associate a gamingmachine with a mobile device as discussed above, but would not allowstreaming of game content to commence until the player moved to astreaming enabled zone of the casino.

FIG. 48 depicts a flow chart depicting one embodiment of how the systemwill operate. This process could be operated on either the mobile deviceor a server that has communication links to the mobile device and/orgaming machine. If the process depicted in FIG. 48 is operated on aserver rather than a mobile device, then the logic required at themobile device is as simple as reporting position and displaying messagesfrom the server. Making the mobile logic simple in this way may bebeneficial for approvability. The first step in the process is thecommencement of the remote session at step 866. The logic for this isdescribed above in detailed. Next, the location of the mobile device isdetermined at step 868. A process for achieving this is described belowwith reference to FIG. 49, using only WiFi technology. It has also beencontemplated that other more accurate location positioning systems maybe used such as that developed by the In-Location Alliance. In addition,where available, GPS may be used for determining position. GPS does notwork very well inside buildings, but performs very well outdoors. One ofthe advantages of this in terms of this application is that by necessitythe smoking areas of a casino may be located outside. When streaming isrestricted to only outdoors, it may be preferred to implement logic suchthat streaming is only allowed when (a) a valid GPS lock is acquired and(b) the position derived from this lock is within a geo-fenced area.

Next the system determines if the location of the mobile device is legalat step 870. There are three distinct states for the mobile devicedepending upon the location, including, (1) the device is in an illegallocation, (2) the device is in a location where streaming is not allowedbut establishing and holding a session available is possible, subject tosome rules, and (3) the device is in a location where streaming isallowed. As a mobile device moves area to area of the casino it may movebetween these states. To allow a player to operate the device withouttoo onerous conditions, both of the states that do not allow streamingmay have countdown timers associated with them. If a player moves intoan area where the mobile device is not allowed, such as those areas notcovered by the stream capable stations 860 or the session-only capablestation 862 shown in FIG. 46, streaming may be disabled and a countdownis displayed on the mobile device at step 872 and 873. The location ofthe mobile device will continue to be monitored at step 874. If thecountdown reaches zero and the mobile device is still not in a legallocation, the mobile device may be disabled at step 875 and otheractions taken such as signalling the casino that the device needs to beretrieved from the player. If the mobile device does enter a legallocation then the illegal location timer is reset at step 876.

As shown in FIG. 48, if the mobile device is in a legal location, thenthe system determines if streaming game content is possible at step 877.If streaming is not possible, then an informational message andcountdown movement timer may be displayed on the mobile device at steps878 and 879. The effect of the countdown timer in thesession-allowed-but-no-streaming zone is to allow the player tosuccessfully traverse the casino floor to the smoking area in areasonable time. Because maintaining a session requires much lessdata—kilobits a second rather than megabits—this can be achieved with amuch lower density of WiFi access points. In some installations, theoperator may set much different countdown timeout values for areas wheresessions are allowed and not allowed based on the size of the casino andother factors. The location of the mobile device continues to bemonitored at steps 880 and 881, and if the mobile device enters alocation where streaming game content is possible, then the timer isreset at step 882. If the countdown reaches zero and the mobile deviceis still not in a location where streaming is possible, the mobiledevice may be disabled at step 883 and other actions taken such assignalling the casino that the device needs to be retrieved from theplayer.

When a timeout occurs, the action taken may differ. In one embodiment,if the player is in the session-enabled area, they may be allowed tore-establish the session at the gaming machine 864. If the player isoutside of an allowed area, the message on the device may be morealigned with loss prevention, informing the player that if they do notreturn the device they may be liable for replacement of the device.

Once the mobile device is in a legal location with access to streaminggame content, such as the areas depicted as the stream capable stations860 in FIG. 46, a remote gaming session may begin at step 884 of FIG.48. Once the remote gaming session ends, the player may return themobile device to the casino operator and possibly return to the gamingmachine.

In locations where player tracking cards are used as part of sessionmanagement, for example, in casinos where smartcards are deployed ascombined electronic wallets/player tracking cards, there may beadditional logic when the mobile device is disabled as shown in FIG. 48.In these locations the smartcard also may be disabled and ejected fromthe gaming machine. This would end the streaming session, but protectthe player funds in the account. The player may need to have thesmartcard re-enabled or replaced to continue gambling.

Referring now to FIG. 49, one embodiment of a process for determiningwhether a mobile device may use WiFi access points to stream gamecontent is shown. It is a standard feature of WiFi client chipsets thatthey are capable of maintaining a list of available access pointidentifiers (known as BSSIDs) and associated signal strengths while inparallel communicating with a particular access point. In oneembodiment, each access point may have a common SSID, and the individualBSSID may be used for determining streaming or session allowance. A listof BSSIDs and associated capability (streaming, session-only ornot-allowed) is downloaded to the mobile device as either part of theprovisioning of the mobile device application software, or as part ofthe streaming session initiation described in the previous disclosure.Downloading as part of the session initiation allows the BSSID list tobe modified as required.

In one embodiment, the BSSID list may also only be downloaded on thefirst session initiation, and subsequently only when updates arerequired. Following FIG. 49, the mobile device executes this processperiodically, for example, every 30 seconds. The BSSID list may bedownloaded at once any period of time. However, a shorter period may bemore accurate, but a longer period would cause less battery usage.

At step 886 shown in FIG. 49, the device reads the list of availableaccess points determined by the WiFi client chipset along with theirassociated signal strengths. If no available access point is found, itis assumed that the device has left the casino and after a suitabletimeout, the device is locked such that no further interaction ispossible without operator intervention. The user is informed of this bya message displayed on the device at step 887. If access point(s) arefound, the list of APs is sorted by signal strength, with the higheststrength first in the list at step 888. Each AP BSSID in the list istested in turn against the BSSID list stored on the device. At steps 889and 890. If the BSSID is noted as allowing streaming and the signalstrength meets the minimum required for adequate streaming bandwidth,then streaming is commenced or continued at step 891.

If no BSSID is available for streaming, a further test is done on thestrongest available BSSID. If sessions are allowed on this BSSID, thenthe user is informed that the session is established but that they mustmove to a valid streaming location (such as the outdoor smoking area) atstep 894. A countdown may also start. This case would also be met by astreaming-capable BSSID with inadequate signal strength. If thestrongest available BSSID is noted as being ‘session and streamingdenied’ then the lockout countdown occurs as before, with the addedfeature that because the device is within range of a venue access pointit is possible to inform the venue when timeout is reached without usingan alternative data backhaul. At step 895, the mobile device may displaya message to the player to return to a legal area and the position ofthe mobile device may be reported to the server if the mobile device isnot in an area that allows starting a session or streaming game content.

It should be noted, of course, that some mobile devices also have databackhauls such as 4G or LTE, so even without access to WiFi, signallingcan be transmitted to the venue informing of a device leaving the venue.The location of the device may also be transmitted using GPS.

Locating Gaming Machine after Ending Remote Game Play

With a large number of gaming machines on large casino floors, playersthat begin a remote gaming session and leave the gaming machine may notremember which gaming machine to return to after an extended period ofremote play. As discussed above, returning to the gaming machine may benecessary in some embodiments in order to cash out or for insertingfurther funds. In other embodiments, there may be no requirement toreturn to the gaming machine with the mobile wallet integration, asdisclosed above.

Referring now to FIG. 50, a gaming machine 900 is shown having candle902 and a speaker 904. In one embodiment, the candle 902 includes of astack of lights that may illuminate under certain conditions. Forexample, if a player presses the service button on the iDeck of thegaming machine, one of the lights on candle may flash to alert anattendant to assist a player at the gaming machine. Although players mayignore the candle because it is out of their eye-line when they areseated at the gaming machine and they are never trained to look at it,in one embodiment, the candle 902 may be used by players to locate thegaming machine where they began their remote gaming session. Inaddition, sounds may be played by both the gaming machine 900 and mobiledevice to further help this accomplishment. Directions may also beprovided on the screen of the mobile device to help the player navigatethrough the casino floor to return to the correct gaming machine. Inanother example, the number or other identification of the gamingmachine may be provided to the player on the mobile device, and then theplayer can refer to a map of the casino floor in order to return to theappropriate gaming machine.

FIG. 51 depicts a flowchart of a basic process to locate the gamingmachine at the player's request. In this example, the player may belocated in a remote area from the gaming machine, such as area 860 asshown in FIG. 46. If the player desires to return to the gaming machine,the player need require assistance to locate to the correct gamingmachine. Thus, at step 906, the player may select the ‘Find EGM’ orsimilar control on their mobile device. In one embodiment, this featuremay be mapped into the service button menu.

As an example only and not by way of limitation, a screen, such as thescreen 907 shown in FIG. 52 may be presented to the player on the mobiledevice. On screen 907, there a selection of sounds may be available tothe player. More than one sound possibility is available so that ifmultiple players are trying to find a gaming machine at the same timethey can each choose different sounds. In one embodiment, a defaultsound would be chosen randomly or may be assigned by a server that isaware of other ‘Find EGM’ processes currently active so that each playerhas a different locator sound.

After being presented with options in this example, the player mayselect the sound to be played at step 908 by presses the ‘Find EGM’sound. This causes the sound the player chose to be played throughspeakers of the mobile device so the player can be familiar with theselected sound at step 910. In this example, the gaming machine 900 maythe play the same sound after waiting a short period, such as onesecond, at step 912. In one embodiment, both the gaming machine andmobile device will continue to play the selected sound, such that thegaming machine is echoing the selected sound being played by the mobiledevice. During both sounds being played, the gaming machine 900 may alsoflash one or more of the lights on the candle 902. Once the playerlocates the gaming machine, both sounds stop playing and the flashingcandle light stops as well.

In different embodiments, the signalling to play the sounds can comefrom either the mobile device or the gaming machine. In one embodiment,the gaming machine streams all audio and video content to the mobiledevice, so the screen shown in FIG. 52 also may be streamed from thegaming machine to the mobile device. In this example, the gaming machinestreams the sound first to the mobile device then plays it locally.

After the selected sounds have been played on the mobile device andgaming machine, if the player has not yet found the gaming machine theprocess can repeat. This allows a player to iteratively find a gamingmachine by repeating the process described in FIG. 51. If a playercannot hear the audible selection from the gaming machine, or if theplayer repeats the process above a certain predefined limit, anattendant may be summoned by the RCG server signalling the STM (ServiceTracking Manager) system to assist the player. This process is notlimited to RCG streaming solution and the process outlined in FIG. 51may be used by any ‘locate an EGM’ application loaded onto a mobiledevice.

Wifi Access Management

In one embodiment, the system and method for remote control gamingsessions includes streaming game content between the gaming machine(EGM) and the mobile device using a WiFi network. The gaming machinecommunicates the stream through the WiFi Access Point (AP) to the mobiledevice. As several remote control gaming sessions may concurrently be inprogress, a WiFi AP may be shared across multiple remote devices.

In general, multiple WLANs can exist in a given airspace and each WLANrequires a unique name, which is called the service set identifier(SSID). In these examples, a casino may contain multiple SSIDs (orWLANs). As shown in FIG. 53, a casino SSID 914 may be set up in a casinoand used for employees to connect with casino systems on their laptopsystems 915 or mobile phones. Further, a patron SSID 916 may be set upin a casino and used by patrons to connect with casino systems from acasino mobile application installed on the player's mobile device 917(tablet, phone, etc.) or on a mobile device designated for player use bythe casino. A remote control gaming (RCG) SSID 918 may also be set up ina casino and used by casino designated mobile devices 919, such astablets, used for RCG to connect with gaming machines and RCG systemsfor remote gaming. In other embodiments, players may connect the RCGSSID using appropriate applications installed on the mobile devices,such as smartphones or tablets. Access Points (APs) provide connectivitybetween the RCG mobile device and the RCG server and the gaming machinethrough the WiFi medium. Each AP is identified by BSSID. Each SSID willhave many AP's each of them being identified by its BSSID. Mobiledevices in this system may be connected to gaming machines through WiFiAps with each AP being identified by a BSSID.

Significant network traffic over the RCG SSID may result if multipleplayers concurrently use the remote control gaming system. When thereare several parallel sessions, the quality of display may be impacted.The following approaches may be used to handle significant networktraffic caused by streaming gaming content between gaming machines andmobile devices.

In one embodiment, a dedicated WiFi network may be used to manage thenumber of parallel remote control gaming sessions. With an independentWiFi set up, the RCG system monitors the overall load on the SSID aswell the load on the APs. In certain embodiments, there can be manySSIDs allocated for the RCG system. The number of SSIDs depends onfactors such as the area allocated for RCG system, capacity of WiFiEquipment, estimated number of players, etc. Each of the SSIDs to beused for the RCG system is configured in the RCG system with detailssuch as the APs (BSSIDs) associated and the capacity of the SSID.

When a RCG session is established in one embodiment, the mobile devicewill connect to the SSID and BSSID combination that can provide themaximum strength. When more than one SSID is used by the casino, themobile device assesses the strength of the SSID using the RSSI value(Received Signal Strength Indicator). Based on the RSSI value, themobile device may connect to the SSID with the maximum RSSI value.

In order to manage the stream quality of the gaming content beingdistributed from the gaming machine to the mobile device during an RCGsession, the RCG system keeps information about the bandwidthrequirement for each gaming machine/game combination. This is obtainedby associating the gaming machine/game with the minimum, maximum, andaverage bandwidth of the stream. This can be computed in the followingexemplary ways. In one example, the RCG system pre-computes the minimumand maximum bandwidth for the given gaming machine/game combinationduring production. This data may be made available in a game that can bequeried by the RCG system and entered in the data associated with thegaming machine/game combination. Alternatively, the data can be manuallyentered in the RCG system by an operator. In another example, the RCGsystem may dynamically compute the bandwidth. In this example, themobile device software can keep track of the minimum, maximum, andaverage bandwidth communicated during the remote control gaming session.This data is updated regularly in the RCG system. As the data before thefirst run will not be available, a configurable default value may bemaintained. In both of these examples, this data relating to thebandwidth may be used when new sessions are initiated and connected toAPs.

There may be several smoking areas or other areas where remote gaming isallowed, as shown in FIG. 46. This mandates one or more WiFi APs beplaced in each of these areas. As APs have limited bandwidth, it iscritical to control the number of sessions that each AP can support. Thedisplay quality of all the connected sessions can get severely impactedif connections are allowed through an AP without proper monitoring ofthe bandwidth consumption. If there are active sessions running using anAP that is already full, a new session added to that AP can lead to poordisplay quality on all the other session running. In addition, the newsession will also have a poor quality stream display. This may impactthe experience of all the patrons connected to the AP. Therefore, it iscritical to monitor the current bandwidth consumption and manage thesessions to ensure a smooth experience for all the connected sessions.

In one embodiment, the RCG system manages gaming quality and bandwidthin the following approach. Each gaming machine (EGM)/game combinationrequires a specific bandwidth. A low complexity game on a V22 EGM willrequire lower streaming bandwidth compared to a high complexity game ona V32 monitor. Thus, the RCG system associates a specific bandwidthrequirement for each gaming machine/game combination. With thisassociation, the RCG system may track the current bandwidth consumed bythe mobile devices that are connected to a given AP. When a new remotecontrol gaming session is requested over an AP, the RCG system analyzesthe bandwidth consumed by the remote sessions connected through thegiven AP. If the new session needs bandwidth that can be accommodated inthe remaining AP bandwidth, then connection is allowed. Otherwise, theplayer is recommended to move to another area of the casino soconnection to another AP can be established. The AP connected to theremote session is identified through the BSSID of the AP.

An example of this is provided in FIG. 54, where there are eleven remotecontrol gaming sessions concurrently in progress on mobile devices 919in three smoking rooms 920 a, 920 b, and 920 c. Further, as shown inFIG. 54, there are five APs 921 a, 921 b, 921 c, 921 d, and 921 e. Inthis example, the larger smoking room 920 c includes APs 921 c and 921d. Further, AP 921 e is a non-gameable AP that is located outside of thesmoking rooms. In this example, AP 921 a has a capacity of 25MBits/second and the current bandwidth consumption is 21 MBits. If aplayer walks into the smoking room 920 a with a remote session activethat requires 2 MBits/second, the player is allowed to continue hisremote control gaming session because 2 MBits/second can be accommodatedwith the remaining 4 MBits/second on AP 921 a. Continuing with thisexample, if another player walks into the same smoking area 920 a with aremote session active that requires 3 MBits/second, the RCG system willinform that player to go to another smoking area in order to connect toanother AP. This is because the additional 3 MBits/second requirementcannot be accommodated with the remaining bandwidth of 2 MBits/second.

In one embodiment, the RCG system manages active remote gaming sessionswhen a player moves from one AP zone to another. A smoking area or otherdesignated area from remote play may have one or more zones, and eachzone may have its own AP. Players may move from one zone to another. Inone example, smoking room 920 c is a large area and has two APs 921 cand 921 d as shown in FIG. 54. As a player enters the smoking room 920c, the mobile device tablet may connect to the system through AP 921 cor AP 921 d depending on the distance between the mobile device and theAP and the availability of bandwidth. If a player moves from one AP areato another, for example, AP 921 c to 921 d, and the area of AP overlapis not significant, the mobile device 919 may suffer from lack ofconnection or a very feeble connection to the AP. This may impact thequality of the gaming session. Instead of showing a poor quality streamof gaming content, the RCG system may pause the stream of game contentuntil it connects to the AP with strength enough for streaming thegaming content.

When a player moves from one AP zone to another, for example AP 921 c toAP 921 d in smoking room 920 c, the bandwidth of the AP 921 d isanalyzed by the RCG system along with the session bandwidth required. Ifthe player's session can be accommodated within the available bandwidthof AP 921 d, then the player may be allowed to move into the zone andconnect through AP 921 d. Otherwise, if the player's session cannot beaccommodated by AP 921 d, the RCG system will inform the player to moveto another AP zone.

To avoid a security attack in this embodiment, the mobile devices 919performing remote control gaming sessions may only go through the WiFinetworks that are configured in the RCG system. All wireless SSIDs andBSSIDs must be configured in the RCG system to allow a remote session topass through the SSIDs and BSSIDs. During a remote session of oneembodiment, the RCG client disables all the other WiFi networksconfigured in the mobile device. This may avoid someone copying thecommunication through another network (man-in-middle attack). A playertrying to connect to a public WiFi network through a WiFi hotspotattached to his personal smartphone can be prevented by this approach.

In certain embodiments, it may be important to find the location of aplayer. Thus, in one embodiment, a player may call for assistance from acasino employee when the player is in the smoking area or other remotecontrol gaming area. The reasons can vary and may include ordering adrink, food, or asking a question related to gaming. The player doesthis by pressing a “Call Attendant” button, or the like, on the mobiledevice 919. There may be several areas in the casino where remote gamingis allowed, the RCG system provides a feature by which the casinoemployee can locate the player automatically. This is done by the RCGsystem identifying the AP (BSSID) the mobile device is connected to.When the player calls for help, the casino employee is provided with theinformation identifying the AP. As each AP is associated with a smokingarea/zone (or designated remote gaming area) in the casino, the casinoemployee can then trace the location of the player requestingassistance.

In certain embodiments, the RCG system maintains data for each remotecontrol gaming session and the bandwidth consumption of each AP. Withthis information, the RCG system can dynamically increase the qualityand revert back to default quality based on bandwidth availability. Forexample, an AP has some remote sessions underway with default qualityand there is extra bandwidth available, some or all of the sessions canbe streamed with higher quality. This will need coordination between thegaming machine (EGM) and the mobile device. As an example, AP 921 a inFIG. 54 supports a total of 30 MBits/second. If there are three remotecontrol gaming sessions in progress with the first session requiring 2MBits/second, the second session requiring 4 MBits/second, and the thirdsession requiring 7 MBits/second, then the total bandwidth consumptionto 13 MBits/second. In this example, these sessions use default qualityfor the gaming session. To operate at a higher quality, the firstsession will need 5 MBits/second, the second session will need 8MBits/second, and the third session will need 14 MBits/second. Thus, thetotal consumption at higher quality will be 27 Mbps. Since AP 921 asupports 30 MBits/second, it is possible to increase the remote gamingsessions to higher quality feed. The RCG system negotiates between themobile device 919 and the gaming machine to transmit at “High Quality”,which means that bandwidth consumption is now 27 MBits/second.

Continuing with this example, a fourth remote control gaming session isestablished that requires 4 MBits/second for default quality, whichmeans that the total bandwidth required to add the fourth remote controlgaming session is 31 MBits/second. This is greater than the 30MBits/second bandwidth AP 921 a can support. In this situation, the RCGsystem may downgrade one of the high quality streams to its defaultquality. If the RCG system selects the second session to downgrade (8MBits/second to 4 MBits/second), then the total consumption for thefirst three sessions will be 23 MBits/second. Now the RCG system canallow the fourth session to connect taking the total bandwidth to 27MBits/second.

Similar to the embodiment discussed above, the RCG system may limit theplayer to play only on selected APs in order to create a geo fence. Inthis way, the RCG system may prevent players who enter non-gaming areasfrom continuing a remote control gaming session. In one embodiment, thismay be done by installing non-gameable APs attached to the remote gamingSSID. For example as in FIG. 54, a non-gameable AP 921 e can be keptnear the exit of the designated areas for remote control gamingsessions. If the player leaves a designated area, the mobile device willattempt to connect to the non-gameable AP 921 e, which will have astronger signal when the player leaves the designated area. As AP 921 ewill be marked as non-gameable, the mobile device will inform the playerto return to the designated area if the player wishes to continue theremote control gaming session. This same approach may be used if theplayer tries to exit the casino with a mobile device that belongs to thecasino. Non-gameable APs may be placed in the exit areas of the casinoto alert casino operators about player movement in the non-gameableareas.

The RCG system may also manage the gaming quality at lower batterylevels. In one embodiment, the battery level of the mobile device mayhave three thresholds. When the battery reaches a level one threshold(e.g., 20% of battery life remaining), the player is alerted about thelow battery level and advised to plug the mobile device into a powersource or return the device to the casino operator. When the batterylevel continues to drop and reaches a level two threshold (e.g., 10% ofbattery life remaining), the remote control gaming session may be pauseduntil power is provided to the mobile device. If the battery level dropseven further to a level three threshold (e.g. 5% of battery liferemaining), the remote control gaming session may be suspended to ensurethat the mobile device does not switch off when the session is stillactive. It should be understood that the casino operator may alter therequirement for the amount of battery life remaining before triggeringany of the three levels. These embodiments help ensure that a highquality player experience is maintained.

In one embodiment, the RCG system may extend battery management bydynamically decreasing the quality of the stream or reducing thebrightness of the display. In certain embodiments, the function toextend the battery life is automatic and in other embodiments theplayer's consent may be required to initiate battery management control.In one example, if the battery level reaches a certain threshold, (e.g.,20%), the player is provided an option to continue game play with lowerquality. If the player accepts to play with lower quality, the RCGsystem negotiates between gaming machine (EGM) and the mobile device toreduce the quality of streaming game content. By reducing the bit rate,the mobile device does less computing and consumes less power, therebyextending the time the player can play the remote game. The sameapproach also may be done with reducing the brightness of the display ofthe mobile device.

In one embodiment, the mobile device may connect to an SSID through themethod shown in FIG. 55. At step 924, the mobile device (client)receives a list of RCG SSIDs and BSSIDs with a number of clientsconnected in each of the BSSID from the RCG server. This list isdynamically updated every time the RCG server sends a new network listwith updated numbers. Next, at step 926, the mobile device initiatesscan to determine if any of the RCG networks given by the RCG server arepresent. At step 928, the mobile device determines if the RSSI (ReceivedSignal Strength Indicator) values are above the minimum thresholdrequired for streaming the desired gaming content. If no such network isidentified, the mobile device repeats this step until a sufficientnetwork is identified. If there are RCG networks (SSIDs) that satisfyminimum threshold value for the mobile device, the mobile devicedetermines if all BSSIDs of any such SSID are fully loaded (a fullyloaded BSSID has maximum number of RCG sessions running on them already)and eliminates those SSIDs at step 930 since they cannot accommodate anymore RCG session. The mobile device then creates a Chosen_Network_Listthat includes SSIDs available for streaming game content at step at step932. At step 933, if no network is available for streaming game content,the mobile client connects to the SSID with the highest signal strengthto communicate to server and jumps to step 924. Streaming is notpossible with this connection.

If there are networks available for streaming gaming content, the mobiledevice determines if there are SSIDs with no BSSID completely loaded atstep 934. All the BSSIDs in this list would be able to accommodateone/more sessions. This list may then be updated as theChosen_Network_List at step 935. The mobile client then sorts theChosen_Network_List based on the order of signal strength (measured inRSSI) at step 936. The SSID with the maximum RSSI is chosen forconnection at step 938. Once connected, the mobile client may sendconnected SSID and BSSID to the RCG server at step 940.

One embodiment of a process for connecting mobile device (client) to anetwork is shown in FIG. 56. As shown, once the mobile device isconnected to an appropriate SSID, the mobile device sends networkconnection information to the RCG server at step 942. Next the remotecontrol gaming session is started on a specific SSID and BSSID, such asSSID_A and BSSID_A at step 944. The RCG server increments the number ofclients connected to SSID_A and BSSID_A by one at step 946. Next, theRCG server sends a network update including the number of clientsconnected to each SSID to all mobile clients in session at step 948.

One embodiment of a process for switching a mobile device (client) fromone network to another is shown in FIG. 57. As shown, once the mobiledevice enters another zone and the signal strength of another SSID isstronger than the current signal strength of the SSID connected to themobile device, the mobile device sends network switching information tothe RCG server at step 950. Next the remote control gaming session isswitched from one SSID to another, such as switching from BSSID_A ofSSID_A to BSSID_B of SSID_B at step 952. The RCG server then decrementsthe number of clients in BSSID_A of SSID_A by one and increments thenumber of clients connected to BSSID_A of SSID_A by one at step 954.Next, the RCG server sends a network update including the number ofclients connected to each SSID to all mobile clients in session at step956.

Mobile Reformatting

In one embodiment, the content displayed on the mobile device may beautomatically reformatted for the best fit on the mobile device. Thesystem described above is capable of working with a wide range of gamesand is capable of working on a wide range of mobile devices that mayhave varying aspect rations. In one example, displaying all active gamecontent on a mobile device may make it difficult to view the reelsymbols or other indicia on the screen of the mobile device. This isbecause the mobile device must display all active game content, whichfor a Bally gaming machine (EGM) is typically every display bar on thetopper. In consequence, as shown in FIG. 58, the reel symbols 980 takeup only a small portion of the overall display on the mobile device 982.Although in some embodiments the reel symbols 980 are the most importantelement for some players, only displaying the reel symbols on thedisplay of the mobile device 982 might create other problems. Forinstance, the upper portion of the display on gaming machines may beused by game designers to periodically display important content, suchas that shown in FIG. 58. Specifically in the example shown in FIG. 58,hot zones are shown in the upper portion of the display that buildanticipation by being seen as nearly missing or approaching the reelsduring a spin. Thus, it may not be acceptable to simply only show thereel symbol portion of the screen at all times. However, in certainembodiments, only the reel symbols may be shown on most or all of thedisplay of the mobile device.

The mobile devices 982 shown in FIGS. 58 and 59 are orienteddifferently. In FIG. 58, the mobile device 982 is in a portraitorientation and the mobile device 982 shown in FIG. 59 is in a landscapeorientation. In one embodiment, as shown in FIG. 58, when the mobiledevice 982 is in the portrait orientation, all active content from thegaming machine is shown on the display of the mobile device. And whenthe mobile device 982 is in the landscape orientation as shown in FIG.59, only prime content is shown. In other embodiments the player maydecide and choose the orientation of the mobile device and the amount ofcontent that is shown on the mobile device. It should also be understoodthat all active content may be shown when the mobile device is inlandscape orientation and only prime content may be shown when themobile device is in the portrait orientation.

A process such as that shown in FIG. 60 may be used to automaticallyadjust the content sent from the gaming machine to the mobile devicedepending upon player preference. First, at step 984, the active contentfor a game is determined. This is generally comprised of all displaysfor a game necessary for operation. Using the game “Sumo Kitty” as anexample, a Bally V32 product, as shown in FIG. 58, it consists of aportrait mode 32 inch display and the iDeck display. For a V22/22 game,it would consist of both the main and top box landscape mode displaysalong with the iDeck. In neither case would the topper signage beincluded in this embodiment.

Next, the active content is used as an input for the reformatting methoddescribed above. This generates optimal client resolutions andpositioning for both the iDeck and the active content. Both of thesesteps were previously performed in the original disclosure. In thisembodiment, a subsection of the active content, now described as primecontent, is also used as an input for the mobile reformatting method. Inthe example shown in FIG. 59 this consists of the bottom 50% of the V32display along with the iDeck. The choice of 50% could be adjusted on agame-by-game basis, but is a good starting point and could easily beused for all V32 games. For V22/22 games, 50% of the two displays isequivalent to the bottom display only, which again is a starting pointthat could easily be used for all V22/22 games. As shown in FIG. 60,step 985 includes using Aw and Ah to generate optimal orientation andresolution of all content on client device, and step 986 determinesresolution of the prime content of the game as Pw and Ph. At step 987,the system uses Pw, Ph to generate optimal orientation and resolution ofprime content on the client device (mobile device).

Streaming game content can then begin from the gaming machine to themobile device at step 988 when game play begins using Caw, CAh and Cao.In one embodiment, all of the active content is sent from the gamingmachine to the mobile device. In certain embodiments, the amount ofcontent sent from the gaming device to the mobile device can be switchedby the player between all active content and the prime content only asshown at steps 989 and 990 of FIG. 60. In these embodiments, it ispossible that all game content is sent to the gaming machine and onlyspecific content, such as the prime content, is shown on the screen ofthe mobile device. The player may execute the switch by pressing an iconon the mobile device that switches the amount of content from all activecontent to prime content only, or vice versa. The player also mayexecute the switch from all active content to prime content only byrotating the mobile device from portrait to landscape orientation, usingthe accelerometers commonly found in mobile devices to detect the neworientation. The player or casino operator may also set a preference ina menu on the mobile device to always choose a particular mode ofoperation.

As discussed above in this application, one method determines an optimalorientation (landscape or portrait) for a given content. It isunderstood that using normal values for V32, V22 or V22/32, all activecontent would produce a portrait orientation, and 50% of display wouldproduce a landscape orientation. For V22/V32 the extent of the V22display would be used for prime content, rather than 50%. This methodshows meaningful content depending upon orientation. It should be notedthat this method also is applicable for non-streamed games and could beused for any gaming content such as thick client internet gaming. Itshould be noted that these methods are not restricted to one game at atime. As shown in FIGS. 61 and 62, three concurrent games 991 a, 991 b,and 991 c are presented on one mobile device. In FIG. 61, the threeconcurrent games are showing all active content, and in FIG. 62, thethree concurrent games are showing only prime content. The embodimentsdescribed herein are used to determine orientation, positioning andscaling. The only difference with the embodiment shown in FIGS. 61 and62 is that the client device resolutions are divided by 3 on each accessin turn, x for landscape and y for portrait.

Additional Embodiment of Mobile Wallet for Casino

In this embodiment, Ticket-In-Ticket-Out (TITO) is either somewhat oreventually completely replaced by a mobile phone application operated bythe player on their own personal mobile phone or smartphone. The playertypically installs this application on their phone by receiving andactivating a link to a URL supplied by the casino. This link may takethe form of a printed QR code or be contained in email promotions. FIGS.63 a-63 f depict an example of how the player may configure theapplication when installed. First, they associate the phone with aplayer card number (FIG. 63 a). This allows the casino management system(CMS) to link the player's phone to card-in and card-out events at aparticular gaming machine (EGM). These embodiments of the mobile walletor e-wallet for a casino also may be used to transfer funds between theCMS and the gaming machine while a remote control gaming session is inprogress. Further, the mobile phone (or mobile tablet) used to transferfunds in these embodiments may be the same device that is running theremote control gaming session or it may be a separate device.

FIGS. 63 b and 63 c show example screen shots that allow a player toenter personal and payment information. The player may associateexisting bank account or a 3rd party wallet (such as Paypal or GoogleWallet) with the phone application as sources of funding. Further, theplayer may configure rules for the transferring funds to gaming machinesas shown on the sample screen shot of FIG. 63 d. For example, the playermay set rules as to when funds may be automatically transferred, such aswhen credits reach a minimum. Players may also set harm minimizationrules, such as ending sessions after a period of time or limiting theamount transferred during a session. A player may also set a maximumamount on the EGM credit meter. If the player is successful in theirgaming session, and hits a win that takes them over the maximum creditmeter their excess funds may be immediately transferred back into thephone wallet.

In one embodiment, a player may also set up frequently used transferamounts as shown in the sample screen shot shown in FIG. 63 e. Playersalso may populate the frequently used transfer amount openings withstandard amounts, such as $20, $50, $100 and $200. Finally, a player mayset their preferred authentication method, be it PIN, verbalrecognition, facial recognition, password or even none.

Once installed and configured, this embodiment of the mobile walletapplication may be enabled for ‘push notifications’. This is a class ofsignals that is supported by all major phone platforms. A pushnotification is a signal that causes the application to become active,and can be sent over the internet. Once active, the application maycommunicate with a server interactively. In this embodiment the serverwould be connected to the casino CMS. Assuming a player has installedthe application on their phone, they can then go to the casino andinsert their player tracking card into an EGM as normal. At this point,the processes shown in FIGS. 64 (server side) and 65 (device side) areperformed.

Referring to FIG. 64, inserting the player tracking card into a gamingmachine (EGM) associates the player with the EGM at step 1000. Thisembodiment is not limited to just player tracking cards. A player alsomay associate their electronic wallet or phone with the EGM by scanninga QR code attached to the EGM or EGM display, or by other means such asBluetooth communication, Indoor Positioning Systems or biometrics suchas facial recognition. If the player tracking account indicates anactive mobile phone linked to the account (step 1002), the CMS attemptsto connect to the mobile phone (step 1004) and sends a push notificationto the phone. If this connection is successful (step 1006), the CMSrequests a transfer from the wallet at step 1008. If the wallet transferrequest is successful (step 1010), credits from the wallet are added tothe EGM at step 1012. The process may then move to the mobile deviceprocess as shown in FIG. 65.

In this embodiment the push notification causes the mobile applicationto become active and the device address is registered with the system(step 1014) and is connected to the CMS (step 1016). By way of exampleonly and not by way of limitation, the phone generates an audible orvibratory signal to the player, and displays a screen such as shown inFIG. 66, asking the player if they would like to fund game play. If theplayer chooses to fund game play on the EGM from the phone they are thenoptionally presented with an authentication screen, such as the samplescreen shot shown in FIG. 67, at step 1018. In one embodiment,authentication may take place at the actual execution of transfer offunds described below. If the authentications is unsuccessful the systemsends a message to the player that the transfer was unsuccessful at step1019. Once authenticated, the mobile device retrieves the electronicwallet status from the casino hosted wallet server (E-wallet) at step1020. If a player has existing funds in their E-wallet these arepresented to the player with the option of transferring these fundsdirectly to the EGM at step 1022. If the player elects to fund thegaming machine, then funds are transferred from the E-wallet to thegaming machine at step 1024. If the player has no funds in theirE-wallet they may be presented with an option to transfer funds from anexternal source such as Paypal, Google Wallet or a bank account at step1026. The amount to transfer may be chosen from a set of fixed amounts(as configured initially) or an arbitrary amount chosen instead. Thisoption also may be provided if funds are available in the E-wallet. Soif a player had, say, $12.13 in their E-wallet, they may elect totransfer this amount plus a further $20 from an external source.

If external funds are transferred, one embodiment may requireauthentication through the external funding source. Alternatively, suchauthentication credentials may be cached in the mobile application,providing a player so desires. The external funds, if sourced, are firsttransferred into the E-wallet and then along with any E-wallet value arepassed to the CMS for transfer to the EGM. Once received at the CMS, thewallet value is transferred to the EGM. A legacy slot machine sees thisas an AFT transfer from the CMS and knows nothing about the mobile phonetransactions. It can be seen that this transaction is very simple for aplayer to navigate, and furthermore requires no extra infrastructure atthe casino end beyond an internet gateway accessible by the mobilephone.

During game play, further transactions using the E-wallet may takeplace. Some examples are shown in FIG. 68. For brevity, these are notexhaustive and do not include, for example, harm minimization scenariosor excess fund removal. In the example shown, the CMS or iView monitorsevents from the gaming machine (EGM). These events being monitoredinclude the transfer of funds or credits to the gaming machine or to theE-wallet, whether a mobile device is connected, whether a credit lowlimit or credit high limit set by the player is reached, or whether agaming session has been terminated. If a transfer of funds is being madeby the player to the gaming machine, the system adds the funds orcredits to the gaming machine at step 1030. Also, as shown in FIG. 68,if a credit low limit is reached, the CMS or iView sends a request tothe mobile device to transfer additional funds to the gaming machine atstep 1032. If a gaming session is terminated, the CMS or iView maytransfer the credits or funds from the gaming machine meter to theE-wallet at step 1034. It should be understood that all relevant metersincluding any existing credits may be transferred to the mobile deviceduring a remote gaming session. At step 1036, a notification may be sentto the mobile device indicating that the session has terminated andfunds have been transferred from the gaming machine. Further incoming oroutgoing transfers may be manually initiated by the player by using themobile application. In the case of outgoing transfers, the CMS mayperiodically or in real time update the mobile application with thecurrent credit level on the EGM. If a player initiates a transfer of allcredits off the EGM, the session is ended and the credits aretransferred to the E-wallet either by the mobile application or CMS. Ata later point, or immediately if rules are configured on the mobiledevice, some or all of these funds may be transferred to the player'spreferred funding source.

If a low (or high) credit limit is reached, a push notification is sentto the mobile device requesting (or sending) funds. In the preferredimplementation the mobile device need not ask for further authenticationat this point, but may ask to confirm the amount of transfer. If theplayer presses ‘cash out’ or removes the player tracking card from theEGM, the credits are automatically transferred by the CMS or iView tothe E-wallet. A push notification is sent to the mobile device so thatthe player is aware of this transfer. Furthermore, rules on the mobileapplication may then be acted upon to transfer some or all of thesefunds back to the funding source. All transactions may be repeated whena player goes to another EGM and inserts their player tracking card.Authentication may be optional at this point, as long as a timeoutperiod has not been met. If a timeout period has been metreauthentication should be mandatory; in one embodiment the player mustopt-in to automatic authentication. The default is for authentication atthe beginning of each insertion of a player tracking card into an EGM.The purpose of this is to ensure that a stolen mobile phone cannot beused to fund an EGM.

Various aspects of the systems, methods, functions, steps, features andthe like corresponding thereto disclosed herein may be implemented onone or more computer systems using hardware, software, firmware,circuits, or combinations thereof. Hardware, software, firmware, andcircuits respectively refer to any hardware, software, firmware, orcircuit component. Computer systems referred to herein may refer to anycomputing device and vice versa (e.g., smart phone, mobile computingdevice, personal data assistant, tablet computer, laptop computer,desktop computer, gaming machine, other computing device, and the like).For example, each computer system or computing device in the systemsdescribed herein or any embodiment of a system disclosed herein mayutilize one or more of the following components: a single-core ormulti-core hardware processor (e.g., central processing unit or graphicsprocessing unit) on which software instructions are executed (e.g.,instructions corresponding to an operating system, an applicationprogram, an interpreter such as a virtual machine, or a compiler); amemory associated with and in connection with the hardware processorsuch as cache or other system memory that stores software instructionsor other data that the hardware processor may access for processing; aninput device (e.g., mouse, keyboard, touchscreen, and the like); anoutput device (e.g., display, touchscreen, printer, and the like); anetwork or communication interface that enables the computer system tocommunicate over a network or communication protocol; an applicationprogram having corresponding software instructions that are executableby a hardware processor. Connections between different computer systemsand connections between different computer system components may bewired or wireless.

Virtualization computing techniques, cloud computing techniques, webapplication/website computing techniques, traditional and adaptivestreaming techniques, and other computing techniques may be implementedby any embodiment of a system disclosed herein to enable and/or enhancethe teachings described herein. For example, in a cloud computingembodiment, one or more servers (i.e., one or more computer systems) maystore and execute software instructions corresponding to an applicationprogram based on input data received from client devices. In response tothe input data received, the application program is executedaccordingly, which results in graphical data being processed and outputto the client devices for display on a display such as a touch screen ona smart phone or tablet computer.

As another example, in a web application or website embodiment, datarepresentative of a user input may be transmitted to a server (i.e., acomputer system) hosting the website for processing and storage inmemory. In an application program embodiment, the application may bestored and executed locally on a user's computer system. In otherembodiments, one or more components of the application program may bestored and executed on a server and the user's computer system. Forexample, a user may download the application program from an app storefor an Android computing device, Blackberry computing device, Applecomputing device, Windows computing device, Samsung computing device,other computing device, and the like. Execution of the applicationprogram on the user's computing device may require that the devicetransmit and receive data to and from one or more computing devices suchas a server or other user's computing device. For example, anapplication may be downloaded from a server to a mobile device. Uponinstallation, the mobile device may communicate with a server, such as agaming server.

One or more embodiments of the systems disclosed herein may utilizestreaming technology. Streaming data enables data to be presented to theuser of the client device while the client device receives data from theserver. Streaming data from servers to client devices (e.g., computingdevices operated by users) over a network is typically limited by thebandwidth of the network, or alternatively, the physical layer netbitrate. Traditional streaming protocols, such as RTSP (Real-TimeStreaming Protocol), MS-WMSP (Windows Media HTTP Streaming Protocol),and RTMP (Real Time Messaging Protocol) may be implemented, whichessentially send data in small packets from the server to the clientdevice in real-time at the encoded bitrate of the data. Adaptivestreaming may also be implemented. Adaptive streaming almost exclusivelyrelies on HTTP for the transport protocol. Similar to traditionalstreaming, data is encoded into discrete packets of a particular size;however, the source data is encoded at multiple bitrates rather than asingle bitrate. The data packets corresponding to the same data encodedat different bitrates are then indexed based on the bitrate in memory.This streaming method works by measuring, in real-time, the availablebandwidth and computer capacity of the client device, and adjusts whichindexed data packet to transfer based on the encoded bitrate.

One or more aspects of the systems disclosed herein may be located on(i.e., processed, stored, executed, or the like; or include one or morehardware or software components) a single computer system or may bedistributed among a plurality of computer systems attached by one ormore communication networks (e.g., internet, intranet, atelecommunications network, and the like). One or more components of acomputer system may be distributed across one or more computer systemsin communication with the computer system over a communication network.For example, in some embodiments, the systems disclosed herein mayutilize one or more servers (i.e., one or more computer systemsdedicated for a particular purpose in the system) that may be dedicatedto serve the needs of one or more other computer systems or componentsacross a communication network and/or system bus. The one or moreservers may provide a central processing location for one or moreaspects of the systems disclosed herein.

Again, various aspects of the systems, methods, function, and stepscorresponding thereto disclosed herein may be implemented on one or morecomputer systems using hardware, software, firmware, or combinationsthereof. Those of ordinary skill in the art will appreciate that one ormore circuits and/or software may be used to implement the system andmethods described herein. Circuits refer to any circuit, whetherintegrated or external to a processing unit such as a hardwareprocessor. Software refers to code or instructions executable by acomputing device using any hardware component such as a processor toachieve the desired result. This software may be stored locally on aprocessing unit or stored remotely and accessed over a communicationnetwork.

As disclosed herein, a processor or hardware processor may refer to anyhardware processor or software processor. A software processor mayinclude or otherwise constitute an interpreter that is executed by ahardware processor. A computer system according to any embodimentdisclosed herein is configured to perform any of the described functionsrelated to the various embodiments of the systems disclosed herein.

As disclosed herein, any method, function, step, feature, or result maybe considered a module that may include software instructions thatcause, when executed by a computing device, the desired method,function, step, feature, or result. Executed by a computing deviceincludes execution by any hardware component (e.g., CPU, GPU, networkinterface, integrated circuits, other hardware components, and the like)of the computing device such as a hardware processor. Any module may beexecuted by a computing device (e.g., by a processor of the computingdevice). Any method, function, step, feature, result, and the likedisclosed herein may be implemented by one or more software moduleswhether explicitly described or not. Individual components within acomputing device may work together to accomplish a desired method,function, step, feature, or result. For example, a computing device mayreceive data and process the data. A simple example would be that anetwork interface receives the data and transmits the data over a bus toa processor.

Various aspects of the systems disclosed herein may be implemented assoftware executing in a computer system. The computer system may includea central processing unit (i.e., a hardware processor) connected to oneor more memory devices, a graphical processing unit, input devices suchas a mouse and keyboard, output devices such as speakers and a display,a network interface to connect to one or more other computer systems(e.g., one or more computer systems configured to provide a service suchas function as a database), an operating system, a compiler, aninterpreter (i.e., a virtual machine), and the like. The memory may beused to store executable programs and data during operation of thecomputer system. The executable programs may be written in a high-levelcomputer programming language, such as Java or C++. Of course, otherprogramming languages may be used since this disclosure is not limitedto a specific programming language or computer system. Further, it is tobe appreciated that the systems and methods disclosed herein are notlimited to being executed on any particular computer system or group ofcomputer systems.

Some methods, functions, steps, or features have been described as beingexecuted by corresponding software by a processor. It is understood thanany methods, functions, steps, features, or anything related to thesystems disclosed herein may be implemented by hardware, software (e.g.,firmware), or circuits despite certain methods, functions, steps, orfeatures having been described herein with reference to softwarecorresponding thereto that is executable by a processor to achieve thedesired method, function, or step. It is understood that softwareinstructions may reside on a non-transitory medium such as one or morememories accessible to one or more processors in the systems disclosedherein. For example, where a computing device receives data, it isunderstood that the computing device processes that data whetherprocessing the data is affirmatively stated or not. Processing the datamay include storing the received data, analysing the received data,and/or processing the data to achieve the desired result, function,method, or step. It is further understood that input data from onecomputing device or system may be considered output data from anothercomputing device or system, and vice versa. It is yet further understoodthat any methods, functions, steps, features, results, or anythingrelated to the systems disclosed herein may be represented by data thatmay be stored on one or more memories, processed by one or morecomputing devices, received by one or more computing devices,transmitted by one or more computing devices, and the like.

The various embodiments and examples described herein are provided byway of illustration only and should not be construed to limit theclaimed invention, nor the scope of the various embodiments andexamples. Those skilled in the art will readily recognize variousmodifications and changes that may be made to the claimed inventionwithout following the example embodiments and applications illustratedand described herein, and without departing from the true spirit andscope of the claimed invention, which is set forth in the followingclaims. In addition, various embodiments may be combined. Therefore,reference to an embodiment, one embodiment, in some embodiments, inother embodiments, and the like does not preclude one or more methods,functions, steps, features, results, hardware implementations, orsoftware implementations of different embodiments from being combined.Further, reference to an embodiment, one embodiment, in someembodiments, in other embodiments, examples, and the like providesvarious aspects that may or may not be combined with those of one ormore different embodiments and/or examples.

While the example embodiments have been described with relation to agaming environment, it will be appreciated that the above concepts canalso be used in various non-gaming environments. For example, suchrewards can be used in conjunction with purchasing products, e.g.,gasoline or groceries, associated with vending machines, used withmobile devices or any other form of electronic communications.Accordingly, the disclosure should not be limited strictly to gamingcasinos, arcades, portal based game sites, cellular phone devices,personal digital assistant devices, laptops, personal computers, homegame consoles, bar top gaming devices, table gaming devices, surfacecomputing devices, table gaming biometric touch screen, televisiongaming, or in-room gaming devices.

Those skilled in the art will readily recognize various modificationsand changes that may be made to the claimed invention without followingthe example embodiments and applications illustrated and describedherein, and without departing from the true spirit and scope of theclaimed invention.

What is claimed is:
 1. A system for enabling remote play of a game, saidsystem comprising: a gaming machine located in a first area of a venue,the gaming machine hosts the game; a communication network; and a mobiledevice having a display, wherein the mobile device is distinct from thegaming machine and is operable to associate with the gaming machinethrough the communication network, to receive game content from thegaming machine in a second area of the venue and not in the first area,and to present the game content on the display of the mobile device inthe second area and not in the first area, and wherein the gamingmachine is operable to associate with the mobile device, to receive userinput data from the mobile device, and to control the game while thegame is being presented on the mobile device.
 2. The system of claim 1,wherein the communication network includes a first wireless access pointproximate the first area and a second wireless access point proximatethe second area, and the mobile device is operable to access the firstand second wireless access points.
 3. The system of claim 2, wherein themobile device receives game content when connected to the secondwireless access point in the second area.
 4. The system of claim 2,wherein the mobile device is unable to receive game content whenconnected to the first wireless access point in the first area.
 5. Thesystem of claim 1, wherein the gaming machine is configured to receivean input from the mobile device in order for the gaming machine toassociate with the mobile device, and the gaming machine controls thegame content shown on the mobile device.
 6. The system of claim 1,wherein the gaming machine or a server in communication with the gamingmachine and mobile device identifies the location of the gaming terminaland controls one or more of the gaming terminal and mobile device tosignal the location of the gamine machine associated with the mobiledevice.
 7. The system of claim 1, wherein the mobile device isconfigured to include electronic wallet data representing fundsavailable for gaming.
 8. The system of claim 7, further comprising anapparatus for crediting and debiting to electronic wallet data.
 9. Thesystem of claim 7, further comprising a kiosk in communication with thecommunication network and the kiosk configured to communicate with themobile device and electronic wallet data for crediting or debiting fromthe electronic wallet data.
 10. A system for enabling remote play of agame, the system comprising: a gaming machine located in a first area ina venue, the gaming machine including a game display to display outcomesfor a wagering game, a processor to control the play of the wageringgame; a mobile device including a mobile video display, a mobile playerinterface, and a wireless transceiver; a communications network incommunication with the gaming machine and the mobile device, thecommunications network includes a first wireless access point located inthe first area and a second wireless access point located in a secondarea of the venue; a remote gaming server in communication with thegaming machine and mobile device over the communications network, theremote gaming server configured to associate the gaming machine with themobile device, to enable the mobile device to receive a first class ofcontent from the gaming machine when the mobile device is connected tothe first wireless access point in the first area, to enable the mobiledevice to receive streaming game content of the game hosted on thegaming machine when the mobile device is connected to the secondwireless access point in the second area, and to enable the gamingmachine to receive input from the mobile player interface of the mobiledevice.
 11. The system of claim 10, wherein the remote gaming serverprevents the mobile device from receiving streaming game content of thegame hosted by the gaming machine when the mobile device is connected tothe first wireless access point in the first area.
 12. The system ofclaim 10, wherein the remote gaming server is configured to disable playof the game at the gaming machine during remote play of the game. 13.The system of claim 10, further comprising a data base for storinginformation concerning the remote play of the game.
 14. The system ofclaim 10, wherein the mobile device is configured to access electronicwallet data representing funds available for gaming.
 15. The system ofclaim 14, further comprising an apparatus for crediting and debiting toelectronic wallet data.
 16. The system of claim 14, further comprising akiosk in communication with the communication network and the kioskconfigured to communicate with the mobile device and electronic walletdata for crediting or debiting from the electronic wallet data.
 17. Thesystem of claim 10, wherein the remote gaming server identifies thelocation of the gaming machine and controls one or more of the gamingmachine and mobile device to signal the location of the gaming machineassociated with the mobile device.
 18. A method for enabling a remotegaming session in a system that includes a gaming machine that presentsa game, and a mobile device distinct from the gaming machine, both incommunication with one another, the method comprising: associating themobile device with the gaming machine over a network including a firstwireless access point in a first area and a second wireless access pointin a second area; determining if the mobile device is connected to thefirst wireless access point or the second wireless access point;allowing the mobile device to receive a non-gaming content from thegaming machine if the mobile device is connected to the first wirelessaccess point; allowing the mobile device to participate in a remotegaming session and receive gaming content from the gaming machine if themobile device is connected to the second wireless access point; andallowing the gaming machine to receive input signals from the mobiledevice when the mobile device is connected to the first wireless accesspoint or the second wireless access point.
 19. The method of claim 18,further comprising preventing the mobile device from receiving gamecontent of the game presented by the gaming machine when the mobiledevice is connected to the first wireless access point.
 20. The methodof claim 18, further comprising disabling play of the game at the gamingmachine during the remote gaming session.